diff --git a/files/minetest.conf b/files/minetest.conf new file mode 100644 index 0000000..16d4813 --- /dev/null +++ b/files/minetest.conf @@ -0,0 +1,3716 @@ +# This file contains a list of all available settings and their default value for minetest.conf + +# By default, all the settings are commented and not functional. +# Uncomment settings by removing the preceding #. + +# minetest.conf is read by default from: +# ../minetest.conf +# ../../minetest.conf +# Any other path can be chosen by passing the path as a parameter +# to the program, eg. "luanti.exe --config ../minetest.conf.example". + +# Further documentation: +# https://wiki.minetest.net/ + +# +# Controls +# + +## General + +# Smooths rotation of camera, also called look or mouse smoothing. 0 to disable. +# type: float min: 0 max: 0.99 +# camera_smoothing = 0.0 + +# Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Controls. +# type: float min: 0 max: 0.99 +# cinematic_camera_smoothing = 0.7 + +# If enabled, you can place nodes at the position (feet + eye level) where you stand. +# This is helpful when working with nodeboxes in small areas. +# type: bool +# enable_build_where_you_stand = false + +# If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and +# descending. +# type: bool +# aux1_descends = false + +# Double-tapping the jump key toggles fly mode. +# type: bool +# doubletap_jump = false + +# If disabled, "Aux1" key is used to fly fast if both fly and fast mode are +# enabled. +# type: bool +# always_fly_fast = true + +# The time in seconds it takes between repeated node placements when holding +# the place button. +# type: float min: 0.16 max: 2 +# repeat_place_time = 0.25 + +# The minimum time in seconds it takes between digging nodes when holding +# the dig button. +# type: float min: 0 max: 2 +# repeat_dig_time = 0.0 + +# Automatically jump up single-node obstacles. +# type: bool +# autojump = false + +# Prevent digging and placing from repeating when holding the respective buttons. +# Enable this when you dig or place too often by accident. +# On touchscreens, this only affects digging. +# type: bool +# safe_dig_and_place = false + +## Keyboard and Mouse + +# Invert vertical mouse movement. +# type: bool +# invert_mouse = false + +# Mouse sensitivity multiplier. +# type: float min: 0.001 max: 10 +# mouse_sensitivity = 0.2 + +# Enable mouse wheel (scroll) for item selection in hotbar. +# type: bool +# enable_hotbar_mouse_wheel = true + +# Invert mouse wheel (scroll) direction for item selection in hotbar. +# type: bool +# invert_hotbar_mouse_wheel = false + +## Touchscreen + +# Enables the touchscreen controls, allowing you to play the game with a touchscreen. +# "auto" means that the touchscreen controls will be enabled and disabled +# automatically depending on the last used input method. +# type: enum values: auto, true, false +# touch_controls = auto + +# Touchscreen sensitivity multiplier. +# type: float min: 0.001 max: 10 +# touchscreen_sensitivity = 0.2 + +# The length in pixels after which a touch interaction is considered movement. +# type: int min: 0 max: 100 +# touchscreen_threshold = 20 + +# The delay in milliseconds after which a touch interaction is considered a long tap. +# type: int min: 100 max: 1000 +# touch_long_tap_delay = 400 + +# Use crosshair to select object instead of whole screen. +# If enabled, a crosshair will be shown and will be used for selecting object. +# type: bool +# touch_use_crosshair = false + +# Fixes the position of virtual joystick. +# If disabled, virtual joystick will center to first-touch's position. +# type: bool +# fixed_virtual_joystick = false + +# Use virtual joystick to trigger "Aux1" button. +# If enabled, virtual joystick will also tap "Aux1" button when out of main circle. +# type: bool +# virtual_joystick_triggers_aux1 = false + +# The gesture for punching players/entities. +# This can be overridden by games and mods. +# +# * short_tap +# Easy to use and well-known from other games that shall not be named. +# +# * long_tap +# Known from the classic Luanti mobile controls. +# Combat is more or less impossible. +# type: enum values: short_tap, long_tap +# touch_punch_gesture = short_tap + +# +# Graphics and Audio +# + +## Graphics + +### Screen + +# Width component of the initial window size. +# type: int min: 1 max: 65535 +# screen_w = 1024 + +# Height component of the initial window size. +# type: int min: 1 max: 65535 +# screen_h = 600 + +# Whether the window is maximized. +# type: bool +# window_maximized = false + +# Save window size automatically when modified. +# If true, screen size is saved in screen_w and screen_h, and whether the window +# is maximized is stored in window_maximized. +# (Autosaving window_maximized only works if compiled with SDL.) +# type: bool +# autosave_screensize = true + +# Fullscreen mode. +# type: bool +# fullscreen = false + +# Open the pause menu when the window's focus is lost. Does not pause if a formspec is +# open. +# type: bool +# pause_on_lost_focus = false + +### FPS + +# If FPS would go higher than this, limit it by sleeping +# to not waste CPU power for no benefit. +# type: int min: 1 max: 4294967295 +# fps_max = 60 + +# Vertical screen synchronization. Your system may still force VSync on even if this is disabled. +# type: bool +# vsync = false + +# Maximum FPS when the window is not focused, or when the game is paused. +# type: int min: 1 max: 4294967295 +# fps_max_unfocused = 20 + +# View distance in nodes. +# type: int min: 20 max: 4000 +# viewing_range = 190 + +# Undersampling is similar to using a lower screen resolution, but it applies +# to the game world only, keeping the GUI intact. +# It should give a significant performance boost at the cost of less detailed image. +# Higher values result in a less detailed image. +# type: int min: 1 max: 8 +# undersampling = 1 + +### 3D + +# 3D support. +# Currently supported: +# - none: no 3d output. +# - anaglyph: cyan/magenta color 3d. +# - interlaced: odd/even line based polarization screen support. +# - topbottom: split screen top/bottom. +# - sidebyside: split screen side by side. +# - crossview: Cross-eyed 3d +# Note that the interlaced mode requires shaders to be enabled. +# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview +# 3d_mode = none + +# Strength of 3D mode parallax. +# type: float min: -0.087 max: 0.087 +# 3d_paralax_strength = 0.025 + +### Bobbing + +# Arm inertia, gives a more realistic movement of +# the arm when the camera moves. +# type: bool +# arm_inertia = true + +# Enable view bobbing and amount of view bobbing. +# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. +# type: float min: 0 max: 7.9 +# view_bobbing_amount = 1.0 + +# Multiplier for fall bobbing. +# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. +# type: float min: 0 max: 100 +# fall_bobbing_amount = 0.03 + +### Camera + +# Field of view in degrees. +# type: int min: 45 max: 160 +# fov = 72 + +# Alters the light curve by applying 'gamma correction' to it. +# Higher values make middle and lower light levels brighter. +# Value '1.0' leaves the light curve unaltered. +# This only has significant effect on daylight and artificial +# light, it has very little effect on natural night light. +# type: float min: 0.33 max: 3 +# display_gamma = 1.0 + +# The strength (darkness) of node ambient-occlusion shading. +# Lower is darker, Higher is lighter. The valid range of values for this +# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be +# set to the nearest valid value. +# type: float min: 0.25 max: 4 +# ambient_occlusion_gamma = 1.8 + +### Screenshots + +# Path to save screenshots at. Can be an absolute or relative path. +# The folder will be created if it doesn't already exist. +# type: path +# screenshot_path = screenshots + +# Format of screenshots. +# type: enum values: png, jpg +# screenshot_format = png + +# Screenshot quality. Only used for JPEG format. +# 1 means worst quality; 100 means best quality. +# Use 0 for default quality. +# type: int min: 0 max: 100 +# screenshot_quality = 0 + +### Node and Entity Highlighting + +# Method used to highlight selected object. +# type: enum values: box, halo, none +# node_highlighting = box + +# Show entity selection boxes +# A restart is required after changing this. +# type: bool +# show_entity_selectionbox = false + +# Selection box border color (R,G,B). +# type: string +# selectionbox_color = (0,0,0) + +# Width of the selection box lines around nodes. +# type: int min: 1 max: 5 +# selectionbox_width = 2 + +# Crosshair color (R,G,B). +# Also controls the object crosshair color +# type: string +# crosshair_color = (255,255,255) + +# Crosshair alpha (opaqueness, between 0 and 255). +# This also applies to the object crosshair. +# type: int min: 0 max: 255 +# crosshair_alpha = 255 + +### Fog + +# Whether to fog out the end of the visible area. +# type: bool +# enable_fog = true + +# Make fog and sky colors depend on daytime (dawn/sunset) and view direction. +# type: bool +# directional_colored_fog = true + +# Fraction of the visible distance at which fog starts to be rendered +# type: float min: 0 max: 0.99 +# fog_start = 0.4 + +### Clouds + +# Clouds are a client-side effect. +# type: bool +# enable_clouds = true + +# Use 3D cloud look instead of flat. +# type: bool +# enable_3d_clouds = true + +# Use smooth cloud shading. +# type: bool +# soft_clouds = false + +### Filtering and Antialiasing + +# Use mipmaps when scaling textures. May slightly increase performance, +# especially when using a high-resolution texture pack. +# Gamma-correct downscaling is not supported. +# type: bool +# mip_map = false + +# Use bilinear filtering when scaling textures. +# type: bool +# bilinear_filter = false + +# Use trilinear filtering when scaling textures. +# If both bilinear and trilinear filtering are enabled, trilinear filtering +# is applied. +# type: bool +# trilinear_filter = false + +# Use anisotropic filtering when looking at textures from an angle. +# type: bool +# anisotropic_filter = false + +# Select the antialiasing method to apply. +# +# * None - No antialiasing (default) +# +# * FSAA - Hardware-provided full-screen antialiasing +# (incompatible with Post Processing and Undersampling) +# A.K.A multi-sample antialiasing (MSAA) +# Smoothens out block edges but does not affect the insides of textures. +# A restart is required to change this option. +# +# * FXAA - Fast approximate antialiasing (requires shaders) +# Applies a post-processing filter to detect and smoothen high-contrast edges. +# Provides balance between speed and image quality. +# +# * SSAA - Super-sampling antialiasing (requires shaders) +# Renders higher-resolution image of the scene, then scales down to reduce +# the aliasing effects. This is the slowest and the most accurate method. +# type: enum values: none, fsaa, fxaa, ssaa +# antialiasing = none + +# Defines the size of the sampling grid for FSAA and SSAA antialiasing methods. +# Value of 2 means taking 2x2 = 4 samples. +# type: enum values: 2, 4, 8, 16 +# fsaa = 2 + +### Occlusion Culling + +# Type of occlusion_culler +# +# "loops" is the legacy algorithm with nested loops and O(n³) complexity +# "bfs" is the new algorithm based on breadth-first-search and side culling +# +# This setting should only be changed if you have performance problems. +# type: enum values: bfs, loops +# occlusion_culler = bfs + +# Use raytraced occlusion culling in the new culler. +# This flag enables use of raytraced occlusion culling test for +# client mesh sizes smaller than 4x4x4 map blocks. +# type: bool +# enable_raytraced_culling = true + +## Effects + +# Allows liquids to be translucent. +# type: bool +# translucent_liquids = true + +# Leaves style: +# - Fancy: all faces visible +# - Simple: only outer faces +# - Opaque: disable transparency +# type: enum values: fancy, simple, opaque +# leaves_style = fancy + +# Connects glass if supported by node. +# type: bool +# connected_glass = false + +# Enable smooth lighting with simple ambient occlusion. +# type: bool +# smooth_lighting = true + +# Enables tradeoffs that reduce CPU load or increase rendering performance +# at the expense of minor visual glitches that do not impact game playability. +# type: bool +# performance_tradeoffs = false + +# Adds particles when digging a node. +# type: bool +# enable_particles = true + +### Waving Nodes + +# Set to true to enable waving leaves. +# type: bool +# enable_waving_leaves = false + +# Set to true to enable waving plants. +# type: bool +# enable_waving_plants = false + +# Set to true to enable waving liquids (like water). +# type: bool +# enable_waving_water = false + +# The maximum height of the surface of waving liquids. +# 4.0 = Wave height is two nodes. +# 0.0 = Wave doesn't move at all. +# Default is 1.0 (1/2 node). +# type: float min: 0 max: 4 +# water_wave_height = 1.0 + +# Length of liquid waves. +# type: float min: 0.1 +# water_wave_length = 20.0 + +# How fast liquid waves will move. Higher = faster. +# If negative, liquid waves will move backwards. +# type: float +# water_wave_speed = 5.0 + +### Dynamic shadows + +# Set to true to enable Shadow Mapping. +# type: bool +# enable_dynamic_shadows = false + +# Set the shadow strength gamma. +# Adjusts the intensity of in-game dynamic shadows. +# Lower value means lighter shadows, higher value means darker shadows. +# type: float min: 0.1 max: 10 +# shadow_strength_gamma = 1.0 + +# Maximum distance to render shadows. +# type: float min: 10 max: 1000 +# shadow_map_max_distance = 140.0 + +# Texture size to render the shadow map on. +# This must be a power of two. +# Bigger numbers create better shadows but it is also more expensive. +# type: int min: 128 max: 8192 +# shadow_map_texture_size = 2048 + +# Sets shadow texture quality to 32 bits. +# On false, 16 bits texture will be used. +# This can cause much more artifacts in the shadow. +# type: bool +# shadow_map_texture_32bit = true + +# Enable Poisson disk filtering. +# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering. +# type: bool +# shadow_poisson_filter = true + +# Define shadow filtering quality. +# This simulates the soft shadows effect by applying a PCF or Poisson disk +# but also uses more resources. +# type: enum values: 0, 1, 2 +# shadow_filters = 1 + +# Enable colored shadows. +# On true translucent nodes cast colored shadows. This is expensive. +# type: bool +# shadow_map_color = false + +# Spread a complete update of shadow map over given number of frames. +# Higher values might make shadows laggy, lower values +# will consume more resources. +# Minimum value: 1; maximum value: 16 +# type: int min: 1 max: 16 +# shadow_update_frames = 8 + +# Set the soft shadow radius size. +# Lower values mean sharper shadows, bigger values mean softer shadows. +# Minimum value: 1.0; maximum value: 15.0 +# type: float min: 1 max: 15 +# shadow_soft_radius = 5.0 + +# Set the default tilt of Sun/Moon orbit in degrees. +# Games may change orbit tilt via API. +# Value of 0 means no tilt / vertical orbit. +# type: float min: -60 max: 60 +# shadow_sky_body_orbit_tilt = 0.0 + +### Post Processing + +# Enables the post processing pipeline. +# type: bool +# enable_post_processing = true + +# Enables Hable's 'Uncharted 2' filmic tone mapping. +# Simulates the tone curve of photographic film and how this approximates the +# appearance of high dynamic range images. Mid-range contrast is slightly +# enhanced, highlights and shadows are gradually compressed. +# type: bool +# tone_mapping = false + +# Enable automatic exposure correction +# When enabled, the post-processing engine will +# automatically adjust to the brightness of the scene, +# simulating the behavior of human eye. +# type: bool +# enable_auto_exposure = false + +# Set the exposure compensation in EV units. +# Value of 0.0 (default) means no exposure compensation. +# Range: from -1 to 1.0 +# type: float min: -1 max: 1 +# exposure_compensation = 0.0 + +# Apply dithering to reduce color banding artifacts. +# Dithering significantly increases the size of losslessly-compressed +# screenshots and it works incorrectly if the display or operating system +# performs additional dithering or if the color channels are not quantized +# to 8 bits. +# With OpenGL ES, dithering only works if the shader supports high +# floating-point precision and it may have a higher performance impact. +# type: bool +# debanding = true + +# Set to true to enable bloom effect. +# Bright colors will bleed over the neighboring objects. +# type: bool +# enable_bloom = false + +# Set to true to enable volumetric lighting effect (a.k.a. "Godrays"). +# type: bool +# enable_volumetric_lighting = false + +### Other Effects + +# Simulate translucency when looking at foliage in the sunlight. +# type: bool +# enable_translucent_foliage = false + +# Apply specular shading to nodes. +# type: bool +# enable_node_specular = false + +# When enabled, liquid reflections are simulated. +# type: bool +# enable_water_reflections = false + +## Audio + +# Volume of all sounds. +# Requires the sound system to be enabled. +# type: float min: 0 max: 1 +# sound_volume = 0.8 + +# Volume multiplier when the window is unfocused. +# type: float min: 0 max: 1 +# sound_volume_unfocused = 0.3 + +# Whether to mute sounds. You can unmute sounds at any time, unless the +# sound system is disabled (enable_sound=false). +# In-game, you can toggle the mute state with the mute key or by using the +# pause menu. +# type: bool +# mute_sound = false + +## User Interfaces + +# Set the language. By default, the system language is used. +# A restart is required after changing this. +# 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 +# language = + +### GUI + +# When enabled, the GUI is optimized to be more usable on touchscreens. +# Whether this is enabled by default depends on your hardware form-factor. +# type: bool +# touch_gui = false + +# Scale GUI by a user specified value. +# Use a nearest-neighbor-anti-alias filter to scale the GUI. +# This will smooth over some of the rough edges, and blend +# pixels when scaling down, at the cost of blurring some +# edge pixels when images are scaled by non-integer sizes. +# type: float min: 0.5 max: 20 +# gui_scaling = 1.0 + +# Enables smooth scrolling. +# type: bool +# smooth_scrolling = true + +# Enables animation of inventory items. +# type: bool +# inventory_items_animations = false + +# Formspec full-screen background opacity (between 0 and 255). +# type: int min: 0 max: 255 +# formspec_fullscreen_bg_opacity = 140 + +# Formspec full-screen background color (R,G,B). +# type: string +# formspec_fullscreen_bg_color = (0,0,0) + +# When gui_scaling_filter is true, all GUI images need to be +# filtered in software, but some images are generated directly +# to hardware (e.g. render-to-texture for nodes in inventory). +# type: bool +# gui_scaling_filter = false + +# When gui_scaling_filter_txr2img is true, copy those images +# from hardware to software for scaling. When false, fall back +# to the old scaling method, for video drivers that don't +# properly support downloading textures back from hardware. +# type: bool +# gui_scaling_filter_txr2img = true + +# Delay showing tooltips, stated in milliseconds. +# type: int min: 0 max: 1.844674407371e+19 +# tooltip_show_delay = 400 + +# Append item name to tooltip. +# type: bool +# tooltip_append_itemname = false + +# Use a cloud animation for the main menu background. +# type: bool +# menu_clouds = true + +### HUD + +# Modifies the size of the HUD elements. +# type: float min: 0.5 max: 20 +# hud_scaling = 1.0 + +# Whether name tag backgrounds should be shown by default. +# Mods may still set a background. +# type: bool +# show_nametag_backgrounds = true + +# Whether to show the client debug info (has the same effect as hitting F5). +# type: bool +# show_debug = false + +# Radius to use when the block bounds HUD feature is set to near blocks. +# type: int min: 0 max: 1000 +# show_block_bounds_radius_near = 4 + +# Maximum proportion of current window to be used for hotbar. +# Useful if there's something to be displayed right or left of hotbar. +# type: float min: 0.001 max: 1 +# hud_hotbar_max_width = 1.0 + +### Chat + +# Maximum number of recent chat messages to show +# type: int min: 2 max: 20 +# recent_chat_messages = 6 + +# In-game chat console height, between 0.1 (10%) and 1.0 (100%). +# type: float min: 0.1 max: 1 +# console_height = 0.6 + +# In-game chat console background color (R,G,B). +# type: string +# console_color = (0,0,0) + +# In-game chat console background alpha (opaqueness, between 0 and 255). +# type: int min: 0 max: 255 +# console_alpha = 200 + +# Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output. +# type: bool +# clickable_chat_weblinks = true + +# Optional override for chat weblink color. +# type: string +# chat_weblink_color = #8888FF + +# Font size of the recent chat text and chat prompt in point (pt). +# Value 0 will use the default font size. +# type: int min: 0 max: 72 +# chat_font_size = 0 + +### Content Repository + +# The URL for the content repository +# type: string +# contentdb_url = https://content.minetest.net + +# If enabled and you have ContentDB packages installed, Luanti may contact ContentDB to +# check for package updates when opening the mainmenu. +# type: bool +# contentdb_enable_updates_indicator = true + +# Comma-separated list of flags to hide in the content repository. +# "nonfree" can be used to hide packages which do not qualify as 'free software', +# as defined by the Free Software Foundation. +# You can also specify content ratings. +# These flags are independent from Luanti versions, +# so see a full list at https://content.minetest.net/help/content_flags/ +# type: string +# contentdb_flag_blacklist = nonfree, desktop_default + +# Maximum number of concurrent downloads. Downloads exceeding this limit will be queued. +# This should be lower than curl_parallel_limit. +# type: int min: 1 +# contentdb_max_concurrent_downloads = 3 + +# +# Client and Server +# + +## Client + +# Save the map received by the client on disk. +# type: bool +# enable_local_map_saving = false + +# URL to the server list displayed in the Multiplayer Tab. +# type: string +# serverlist_url = servers.minetest.net + +# If enabled, account registration is separate from login in the UI. +# If disabled, new accounts will be registered automatically when logging in. +# type: bool +# enable_split_login_register = true + +# URL to JSON file which provides information about the newest Luanti release. +# If this is empty the engine will never check for updates. +# type: string +# update_information_url = https://www.minetest.net/release_info.json + +## Server + +# Name of the player. +# When running a server, clients connecting with this name are admins. +# When starting from the main menu, this is overridden. +# type: string +name = TopHatRick + +### Serverlist and MOTD + +# Name of the server, to be displayed when players join and in the serverlist. +# type: string +server_name = Luanti on eom.dev + +# Description of server, to be displayed when players join and in the serverlist. +# type: string +server_description = A public, lightly modded Minetest Game server hosted on eom.dev. Matrix chat: https://matrix.to/#/#luanti:eom.dev External discussion board: https://discourse.eom.dev/ Live streams: https://owncast.eom.dev/ + +# Domain name of server, to be displayed in the serverlist. +# type: string +server_address = luanti.eom.dev + +# Homepage of server, to be displayed in the serverlist. +# type: string +server_url = https://discourse.eom.dev/ + +# Automatically report to the serverlist. +# type: bool +server_announce = true + +# Send names of online players to the serverlist. If disabled only the player count is revealed. +# type: bool +# server_announce_send_players = true + +# Announce to this serverlist. +# type: string +# serverlist_url = servers.minetest.net + +# Message of the day displayed to players connecting. +# type: string +motd = Welcome to Luanti on eom.dev. View the Wiki: https://discourse.eom.dev/t/luanti-minetest/29 Join our Matrix chat: https://matrix.to/#/#luanti:eom.dev Music broadcast: https://owncast.eom.dev/ + +# Maximum number of players that can be connected simultaneously. +# type: int min: 0 max: 65535 +max_users = 32 + +# If this is set, players will always (re)spawn at the given position. +# type: string +# static_spawnpoint = + +### Networking + +# Network port to listen (UDP). +# This value will be overridden when starting from the main menu. +# type: int min: 1 max: 65535 +# port = 30000 + +# The network interface that the server listens on. +# type: string +# bind_address = + +# Enable to disallow old clients from connecting. +# Older clients are compatible in the sense that they will not crash when connecting +# to new servers, but they may not support all new features that you are expecting. +# type: bool +# strict_protocol_version_checking = false + +# Define the oldest clients allowed to connect. +# Older clients are compatible in the sense that they will not crash when connecting +# to new servers, but they may not support all new features that you are expecting. +# This allows for more fine-grained control than strict_protocol_version_checking. +# Luanti still enforces its own internal minimum, and enabling +# strict_protocol_version_checking will effectively override this. +# type: int min: 1 max: 65535 +# protocol_version_min = 1 + +# Specifies URL from which client fetches media instead of using UDP. +# $filename should be accessible from $remote_media$filename via cURL +# (obviously, remote_media should end with a slash). +# Files that are not present will be fetched the usual way. +# type: string +# remote_media = + +# Enable/disable running an IPv6 server. +# Ignored if bind_address is set. +# Needs enable_ipv6 to be enabled. +# type: bool +ipv6_server = true + +## Server Security + +# New users need to input this password. +# type: string +# default_password = + +# If enabled, players cannot join without a password or change theirs to an empty password. +# type: bool +disallow_empty_password = true + +# The privileges that new users automatically get. +# See /privs in game for a full list on your server and mod configuration. +# type: string +default_privs = interact, shout, home + +# Privileges that players with basic_privs can grant +# type: string +# basic_privs = interact, shout + +# Server anticheat configuration. +# Flags are positive. Uncheck the flag to disable corresponding anticheat module. +# type: flags possible values: digging, interaction, movement +# anticheat_flags = digging,interaction,movement + +# Tolerance of movement cheat detector. +# Increase the value if players experience stuttery movement. +# type: float min: 1 +# anticheat_movement_tolerance = 1.0 + +# If enabled, actions are recorded for rollback. +# This option is only read when server starts. +# type: bool +# enable_rollback_recording = false + +### Client-side Modding + +# Restricts the access of certain client-side functions on servers. +# Combine the byteflags below to restrict client-side features, or set to 0 +# for no restrictions: +# LOAD_CLIENT_MODS: 1 (disable loading client-provided mods) +# CHAT_MESSAGES: 2 (disable send_chat_message call client-side) +# READ_ITEMDEFS: 4 (disable get_item_def call client-side) +# READ_NODEDEFS: 8 (disable get_node_def call client-side) +# LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to +# csm_restriction_noderange) +# READ_PLAYERINFO: 32 (disable get_player_names call client-side) +# type: int min: 0 max: 63 +# csm_restriction_flags = 62 + +# If the CSM restriction for node range is enabled, get_node calls are limited +# to this distance from the player to the node. +# type: int min: 0 max: 4294967295 +# csm_restriction_noderange = 0 + +### Chat + +# Remove color codes from incoming chat messages +# Use this to stop players from being able to use color in their messages +# type: bool +# strip_color_codes = false + +# Set the maximum length of a chat message (in characters) sent by clients. +# type: int min: 10 max: 65535 +# chat_message_max_size = 500 + +# Number of messages a player may send per 10 seconds. +# type: float min: 1 +# chat_message_limit_per_10sec = 8.0 + +# Kick players who sent more than X messages per 10 seconds. +# type: int min: 1 max: 65535 +# chat_message_limit_trigger_kick = 50 + +## Server Gameplay + +# Controls length of day/night cycle. +# Examples: +# 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged. +# type: int min: 0 +# time_speed = 72 + +# Time of day when a new world is started, in millihours (0-23999). +# type: int min: 0 max: 23999 +# world_start_time = 6125 + +# Time in seconds for item entity (dropped items) to live. +# Setting it to -1 disables the feature. +# type: int min: -1 +# item_entity_ttl = 900 + +# Specifies the default stack size of nodes, items and tools. +# Note that mods or games may explicitly set a stack for certain (or all) items. +# type: int min: 1 max: 65535 +# default_stack_max = 99 + +### Physics + +# Horizontal and vertical acceleration on ground or when climbing, +# in nodes per second per second. +# type: float min: 0 +# movement_acceleration_default = 3.0 + +# Horizontal acceleration in air when jumping or falling, +# in nodes per second per second. +# type: float min: 0 +# movement_acceleration_air = 2.0 + +# Horizontal and vertical acceleration in fast mode, +# in nodes per second per second. +# type: float min: 0 +# movement_acceleration_fast = 10.0 + +# Walking and flying speed, in nodes per second. +# type: float min: 0 +# movement_speed_walk = 4.0 + +# Sneaking speed, in nodes per second. +# type: float min: 0 +# movement_speed_crouch = 1.35 + +# Walking, flying and climbing speed in fast mode, in nodes per second. +# type: float min: 0 +# movement_speed_fast = 20.0 + +# Vertical climbing speed, in nodes per second. +# type: float min: 0 +# movement_speed_climb = 3.0 + +# Initial vertical speed when jumping, in nodes per second. +# type: float min: 0 +# movement_speed_jump = 6.5 + +# How much you are slowed down when moving inside a liquid. +# Decrease this to increase liquid resistance to movement. +# type: float min: 0.001 +# movement_liquid_fluidity = 1.0 + +# Maximum liquid resistance. Controls deceleration when entering liquid at +# high speed. +# type: float +# movement_liquid_fluidity_smooth = 0.5 + +# Controls sinking speed in liquid when idling. Negative values will cause +# you to rise instead. +# type: float +# movement_liquid_sink = 10.0 + +# Acceleration of gravity, in nodes per second per second. +# type: float +# movement_gravity = 9.81 + +# +# Mapgen +# + +# A chosen map seed for a new map, leave empty for random. +# Will be overridden when creating a new world in the main menu. +# type: string +fixed_map_seed = 14954639809842570225 + +# Name of map generator to be used when creating a new world. +# Creating a world in the main menu will override this. +# Current mapgens in a highly unstable state: +# - The optional floatlands of v7 (disabled by default). +# type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6 +# mg_name = v7 + +# Water surface level of the world. +# type: int min: -31000 max: 31000 +# water_level = 1 + +# From how far blocks are generated for clients, stated in mapblocks (16 nodes). +# type: int min: 1 max: 32767 +# max_block_generate_distance = 10 + +# Limit of map generation, in nodes, in all 6 directions from (0, 0, 0). +# Only mapchunks completely within the mapgen limit are generated. +# Value is stored per-world. +# type: int min: 0 max: 31007 +# mapgen_limit = 31007 + +# Global map generation attributes. +# In Mapgen v6 the 'decorations' flag controls all decorations except trees +# and jungle grass, in all other mapgens this flag controls all decorations. +# type: flags possible values: caves, dungeons, light, decorations, biomes, ores +# mg_flags = caves,dungeons,light,decorations,biomes,ores + +## Biome API + +# Temperature variation for biomes. +# type: noise_params_2d +# mg_biome_np_heat = { +# offset = 50, +# scale = 50, +# spread = (1000, 1000, 1000), +# seed = 5349, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# Small-scale temperature variation for blending biomes on borders. +# type: noise_params_2d +# mg_biome_np_heat_blend = { +# offset = 0, +# scale = 1.5, +# spread = (8, 8, 8), +# seed = 13, +# octaves = 2, +# persistence = 1.0, +# lacunarity = 2.0, +# flags = eased +# } + +# Humidity variation for biomes. +# type: noise_params_2d +# mg_biome_np_humidity = { +# offset = 50, +# scale = 50, +# spread = (1000, 1000, 1000), +# seed = 842, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# Small-scale humidity variation for blending biomes on borders. +# type: noise_params_2d +# mg_biome_np_humidity_blend = { +# offset = 0, +# scale = 1.5, +# spread = (8, 8, 8), +# seed = 90003, +# octaves = 2, +# persistence = 1.0, +# lacunarity = 2.0, +# flags = eased +# } + +## Mapgen V5 + +# Map generation attributes specific to Mapgen v5. +# type: flags possible values: caverns +# mgv5_spflags = caverns + +# Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. +# type: float +# mgv5_cave_width = 0.09 + +# Y of upper limit of large caves. +# type: int min: -31000 max: 31000 +# mgv5_large_cave_depth = -256 + +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgv5_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgv5_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgv5_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgv5_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgv5_large_cave_flooded = 0.5 + +# Y-level of cavern upper limit. +# type: int min: -31000 max: 31000 +# mgv5_cavern_limit = -256 + +# Y-distance over which caverns expand to full size. +# type: int min: 0 max: 32767 +# mgv5_cavern_taper = 256 + +# Defines full size of caverns, smaller values create larger caverns. +# type: float +# mgv5_cavern_threshold = 0.7 + +# Lower Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgv5_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgv5_dungeon_ymax = 31000 + +### Noises + +# Variation of biome filler depth. +# type: noise_params_2d +# mgv5_np_filler_depth = { +# offset = 0, +# scale = 1, +# spread = (150, 150, 150), +# seed = 261, +# octaves = 4, +# persistence = 0.7, +# lacunarity = 2.0, +# flags = eased +# } + +# Variation of terrain vertical scale. +# When noise is < -0.55 terrain is near-flat. +# type: noise_params_2d +# mgv5_np_factor = { +# offset = 0, +# scale = 1, +# spread = (250, 250, 250), +# seed = 920381, +# octaves = 3, +# persistence = 0.45, +# lacunarity = 2.0, +# flags = eased +# } + +# Y-level of average terrain surface. +# type: noise_params_2d +# mgv5_np_height = { +# offset = 0, +# scale = 10, +# spread = (250, 250, 250), +# seed = 84174, +# octaves = 4, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# First of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgv5_np_cave1 = { +# offset = 0, +# scale = 12, +# spread = (61, 61, 61), +# seed = 52534, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# Second of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgv5_np_cave2 = { +# offset = 0, +# scale = 12, +# spread = (67, 67, 67), +# seed = 10325, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# 3D noise defining giant caverns. +# type: noise_params_3d +# mgv5_np_cavern = { +# offset = 0, +# scale = 1, +# spread = (384, 128, 384), +# seed = 723, +# octaves = 5, +# persistence = 0.63, +# lacunarity = 2.0, +# flags = +# } + +# 3D noise defining terrain. +# type: noise_params_3d +# mgv5_np_ground = { +# offset = 0, +# scale = 40, +# spread = (80, 80, 80), +# seed = 983240, +# octaves = 4, +# persistence = 0.55, +# lacunarity = 2.0, +# flags = eased +# } + +# 3D noise that determines number of dungeons per mapchunk. +# type: noise_params_3d +# mgv5_np_dungeons = { +# offset = 0.9, +# scale = 0.5, +# spread = (500, 500, 500), +# seed = 0, +# octaves = 2, +# persistence = 0.8, +# lacunarity = 2.0, +# flags = +# } + +## Mapgen V6 + +# Map generation attributes specific to Mapgen v6. +# The 'snowbiomes' flag enables the new 5 biome system. +# When the 'snowbiomes' flag is enabled jungles are automatically enabled and +# the 'jungles' flag is ignored. +# The 'temples' flag disables generation of desert temples. Normal dungeons will appear instead. +# type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, temples +# mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees,temples + +# Deserts occur when np_biome exceeds this value. +# When the 'snowbiomes' flag is enabled, this is ignored. +# type: float +# mgv6_freq_desert = 0.45 + +# Sandy beaches occur when np_beach exceeds this value. +# type: float +# mgv6_freq_beach = 0.15 + +# Lower Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgv6_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgv6_dungeon_ymax = 31000 + +### Noises + +# Y-level of lower terrain and seabed. +# type: noise_params_2d +# mgv6_np_terrain_base = { +# offset = -4, +# scale = 20, +# spread = (250, 250, 250), +# seed = 82341, +# octaves = 5, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } + +# Y-level of higher terrain that creates cliffs. +# type: noise_params_2d +# mgv6_np_terrain_higher = { +# offset = 20, +# scale = 16, +# spread = (500, 500, 500), +# seed = 85039, +# octaves = 5, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } + +# Varies steepness of cliffs. +# type: noise_params_2d +# mgv6_np_steepness = { +# offset = 0.85, +# scale = 0.5, +# spread = (125, 125, 125), +# seed = -932, +# octaves = 5, +# persistence = 0.7, +# lacunarity = 2.0, +# flags = eased +# } + +# Defines distribution of higher terrain. +# type: noise_params_2d +# mgv6_np_height_select = { +# offset = 0.5, +# scale = 1, +# spread = (250, 250, 250), +# seed = 4213, +# octaves = 5, +# persistence = 0.69, +# lacunarity = 2.0, +# flags = eased +# } + +# Varies depth of biome surface nodes. +# type: noise_params_2d +# mgv6_np_mud = { +# offset = 4, +# scale = 2, +# spread = (200, 200, 200), +# seed = 91013, +# octaves = 3, +# persistence = 0.55, +# lacunarity = 2.0, +# flags = eased +# } + +# Defines areas with sandy beaches. +# type: noise_params_2d +# mgv6_np_beach = { +# offset = 0, +# scale = 1, +# spread = (250, 250, 250), +# seed = 59420, +# octaves = 3, +# persistence = 0.50, +# lacunarity = 2.0, +# flags = eased +# } + +# Temperature variation for biomes. +# type: noise_params_2d +# mgv6_np_biome = { +# offset = 0, +# scale = 1, +# spread = (500, 500, 500), +# seed = 9130, +# octaves = 3, +# persistence = 0.50, +# lacunarity = 2.0, +# flags = eased +# } + +# Variation of number of caves. +# type: noise_params_2d +# mgv6_np_cave = { +# offset = 6, +# scale = 6, +# spread = (250, 250, 250), +# seed = 34329, +# octaves = 3, +# persistence = 0.50, +# lacunarity = 2.0, +# flags = eased +# } + +# Humidity variation for biomes. +# type: noise_params_2d +# mgv6_np_humidity = { +# offset = 0.5, +# scale = 0.5, +# spread = (500, 500, 500), +# seed = 72384, +# octaves = 3, +# persistence = 0.50, +# lacunarity = 2.0, +# flags = eased +# } + +# Defines tree areas and tree density. +# type: noise_params_2d +# mgv6_np_trees = { +# offset = 0, +# scale = 1, +# spread = (125, 125, 125), +# seed = 2, +# octaves = 4, +# persistence = 0.66, +# lacunarity = 2.0, +# flags = eased +# } + +# Defines areas where trees have apples. +# type: noise_params_2d +# mgv6_np_apple_trees = { +# offset = 0, +# scale = 1, +# spread = (100, 100, 100), +# seed = 342902, +# octaves = 3, +# persistence = 0.45, +# lacunarity = 2.0, +# flags = eased +# } + +## Mapgen V7 + +# Map generation attributes specific to Mapgen v7. +# 'ridges': Rivers. +# 'floatlands': Floating land masses in the atmosphere. +# 'caverns': Giant caves deep underground. +# type: flags possible values: mountains, ridges, floatlands, caverns +# mgv7_spflags = mountains,ridges,nofloatlands,caverns + +# Y of mountain density gradient zero level. Used to shift mountains vertically. +# type: int min: -31000 max: 31000 +# mgv7_mount_zero_level = 0 + +# Lower Y limit of floatlands. +# type: int min: -31000 max: 31000 +# mgv7_floatland_ymin = 1024 + +# Upper Y limit of floatlands. +# type: int min: -31000 max: 31000 +# mgv7_floatland_ymax = 4096 + +# Y-distance over which floatlands taper from full density to nothing. +# Tapering starts at this distance from the Y limit. +# For a solid floatland layer, this controls the height of hills/mountains. +# Must be less than or equal to half the distance between the Y limits. +# type: int min: 0 max: 32767 +# mgv7_floatland_taper = 256 + +# Exponent of the floatland tapering. Alters the tapering behavior. +# Value = 1.0 creates a uniform, linear tapering. +# Values > 1.0 create a smooth tapering suitable for the default separated +# floatlands. +# Values < 1.0 (for example 0.25) create a more defined surface level with +# flatter lowlands, suitable for a solid floatland layer. +# type: float +# mgv7_float_taper_exp = 2.0 + +# Adjusts the density of the floatland layer. +# Increase value to increase density. Can be positive or negative. +# Value = 0.0: 50% of volume is floatland. +# Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test +# to be sure) creates a solid floatland layer. +# type: float +# mgv7_floatland_density = -0.6 + +# Surface level of optional water placed on a solid floatland layer. +# Water is disabled by default and will only be placed if this value is set +# to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the +# upper tapering). +# ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***: +# When enabling water placement, floatlands must be configured and tested +# to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other +# required value depending on 'mgv7_np_floatland'), to avoid +# server-intensive extreme water flow and to avoid vast flooding of the +# world surface below. +# type: int min: -31000 max: 31000 +# mgv7_floatland_ywater = -31000 + +# Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. +# type: float +# mgv7_cave_width = 0.09 + +# Y of upper limit of large caves. +# type: int min: -31000 max: 31000 +# mgv7_large_cave_depth = -33 + +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgv7_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgv7_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgv7_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgv7_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgv7_large_cave_flooded = 0.5 + +# Y-level of cavern upper limit. +# type: int min: -31000 max: 31000 +# mgv7_cavern_limit = -256 + +# Y-distance over which caverns expand to full size. +# type: int min: 0 max: 32767 +# mgv7_cavern_taper = 256 + +# Defines full size of caverns, smaller values create larger caverns. +# type: float +# mgv7_cavern_threshold = 0.7 + +# Lower Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgv7_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgv7_dungeon_ymax = 31000 + +### Noises + +# Y-level of higher terrain that creates cliffs. +# type: noise_params_2d +# mgv7_np_terrain_base = { +# offset = 4, +# scale = 70, +# spread = (600, 600, 600), +# seed = 82341, +# octaves = 5, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } + +# Y-level of lower terrain and seabed. +# type: noise_params_2d +# mgv7_np_terrain_alt = { +# offset = 4, +# scale = 25, +# spread = (600, 600, 600), +# seed = 5934, +# octaves = 5, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } + +# Varies roughness of terrain. +# Defines the 'persistence' value for terrain_base and terrain_alt noises. +# type: noise_params_2d +# mgv7_np_terrain_persist = { +# offset = 0.6, +# scale = 0.1, +# spread = (2000, 2000, 2000), +# seed = 539, +# octaves = 3, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } + +# Defines distribution of higher terrain and steepness of cliffs. +# type: noise_params_2d +# mgv7_np_height_select = { +# offset = -8, +# scale = 16, +# spread = (500, 500, 500), +# seed = 4213, +# octaves = 6, +# persistence = 0.7, +# lacunarity = 2.0, +# flags = eased +# } + +# Variation of biome filler depth. +# type: noise_params_2d +# mgv7_np_filler_depth = { +# offset = 0, +# scale = 1.2, +# spread = (150, 150, 150), +# seed = 261, +# octaves = 3, +# persistence = 0.7, +# lacunarity = 2.0, +# flags = eased +# } + +# Variation of maximum mountain height (in nodes). +# type: noise_params_2d +# mgv7_np_mount_height = { +# offset = 256, +# scale = 112, +# spread = (1000, 1000, 1000), +# seed = 72449, +# octaves = 3, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } + +# Defines large-scale river channel structure. +# type: noise_params_2d +# mgv7_np_ridge_uwater = { +# offset = 0, +# scale = 1, +# spread = (1000, 1000, 1000), +# seed = 85039, +# octaves = 5, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } + +# 3D noise defining mountain structure and height. +# Also defines structure of floatland mountain terrain. +# type: noise_params_3d +# mgv7_np_mountain = { +# offset = -0.6, +# scale = 1, +# spread = (250, 350, 250), +# seed = 5333, +# octaves = 5, +# persistence = 0.63, +# lacunarity = 2.0, +# flags = +# } + +# 3D noise defining structure of river canyon walls. +# type: noise_params_3d +# mgv7_np_ridge = { +# offset = 0, +# scale = 1, +# spread = (100, 100, 100), +# seed = 6467, +# octaves = 4, +# persistence = 0.75, +# lacunarity = 2.0, +# flags = +# } + +# 3D noise defining structure of floatlands. +# If altered from the default, the noise 'scale' (0.7 by default) may need +# to be adjusted, as floatland tapering functions best when this noise has +# a value range of approximately -2.0 to 2.0. +# type: noise_params_3d +# mgv7_np_floatland = { +# offset = 0, +# scale = 0.7, +# spread = (384, 96, 384), +# seed = 1009, +# octaves = 4, +# persistence = 0.75, +# lacunarity = 1.618, +# flags = +# } + +# 3D noise defining giant caverns. +# type: noise_params_3d +# mgv7_np_cavern = { +# offset = 0, +# scale = 1, +# spread = (384, 128, 384), +# seed = 723, +# octaves = 5, +# persistence = 0.63, +# lacunarity = 2.0, +# flags = +# } + +# First of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgv7_np_cave1 = { +# offset = 0, +# scale = 12, +# spread = (61, 61, 61), +# seed = 52534, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# Second of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgv7_np_cave2 = { +# offset = 0, +# scale = 12, +# spread = (67, 67, 67), +# seed = 10325, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# 3D noise that determines number of dungeons per mapchunk. +# type: noise_params_3d +# mgv7_np_dungeons = { +# offset = 0.9, +# scale = 0.5, +# spread = (500, 500, 500), +# seed = 0, +# octaves = 2, +# persistence = 0.8, +# lacunarity = 2.0, +# flags = +# } + +## Mapgen Carpathian + +# Map generation attributes specific to Mapgen Carpathian. +# type: flags possible values: caverns, rivers +# mgcarpathian_spflags = caverns,norivers + +# Defines the base ground level. +# type: float +# mgcarpathian_base_level = 12.0 + +# Defines the width of the river channel. +# type: float +# mgcarpathian_river_width = 0.05 + +# Defines the depth of the river channel. +# type: float +# mgcarpathian_river_depth = 24.0 + +# Defines the width of the river valley. +# type: float +# mgcarpathian_valley_width = 0.25 + +# Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. +# type: float +# mgcarpathian_cave_width = 0.09 + +# Y of upper limit of large caves. +# type: int min: -31000 max: 31000 +# mgcarpathian_large_cave_depth = -33 + +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgcarpathian_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgcarpathian_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgcarpathian_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgcarpathian_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgcarpathian_large_cave_flooded = 0.5 + +# Y-level of cavern upper limit. +# type: int min: -31000 max: 31000 +# mgcarpathian_cavern_limit = -256 + +# Y-distance over which caverns expand to full size. +# type: int min: 0 max: 32767 +# mgcarpathian_cavern_taper = 256 + +# Defines full size of caverns, smaller values create larger caverns. +# type: float +# mgcarpathian_cavern_threshold = 0.7 + +# Lower Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgcarpathian_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgcarpathian_dungeon_ymax = 31000 + +### Noises + +# Variation of biome filler depth. +# type: noise_params_2d +# mgcarpathian_np_filler_depth = { +# offset = 0, +# scale = 1, +# spread = (128, 128, 128), +# seed = 261, +# octaves = 3, +# persistence = 0.7, +# lacunarity = 2.0, +# flags = eased +# } + +# First of 4 2D noises that together define hill/mountain range height. +# type: noise_params_2d +# mgcarpathian_np_height1 = { +# offset = 0, +# scale = 5, +# spread = (251, 251, 251), +# seed = 9613, +# octaves = 5, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# Second of 4 2D noises that together define hill/mountain range height. +# type: noise_params_2d +# mgcarpathian_np_height2 = { +# offset = 0, +# scale = 5, +# spread = (383, 383, 383), +# seed = 1949, +# octaves = 5, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# Third of 4 2D noises that together define hill/mountain range height. +# type: noise_params_2d +# mgcarpathian_np_height3 = { +# offset = 0, +# scale = 5, +# spread = (509, 509, 509), +# seed = 3211, +# octaves = 5, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# Fourth of 4 2D noises that together define hill/mountain range height. +# type: noise_params_2d +# mgcarpathian_np_height4 = { +# offset = 0, +# scale = 5, +# spread = (631, 631, 631), +# seed = 1583, +# octaves = 5, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# 2D noise that controls the size/occurrence of rolling hills. +# type: noise_params_2d +# mgcarpathian_np_hills_terrain = { +# offset = 1, +# scale = 1, +# spread = (1301, 1301, 1301), +# seed = 1692, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# 2D noise that controls the size/occurrence of ridged mountain ranges. +# type: noise_params_2d +# mgcarpathian_np_ridge_terrain = { +# offset = 1, +# scale = 1, +# spread = (1889, 1889, 1889), +# seed = 3568, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# 2D noise that controls the size/occurrence of step mountain ranges. +# type: noise_params_2d +# mgcarpathian_np_step_terrain = { +# offset = 1, +# scale = 1, +# spread = (1889, 1889, 1889), +# seed = 4157, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# 2D noise that controls the shape/size of rolling hills. +# type: noise_params_2d +# mgcarpathian_np_hills = { +# offset = 0, +# scale = 3, +# spread = (257, 257, 257), +# seed = 6604, +# octaves = 6, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# 2D noise that controls the shape/size of ridged mountains. +# type: noise_params_2d +# mgcarpathian_np_ridge_mnt = { +# offset = 0, +# scale = 12, +# spread = (743, 743, 743), +# seed = 5520, +# octaves = 6, +# persistence = 0.7, +# lacunarity = 2.0, +# flags = eased +# } + +# 2D noise that controls the shape/size of step mountains. +# type: noise_params_2d +# mgcarpathian_np_step_mnt = { +# offset = 0, +# scale = 8, +# spread = (509, 509, 509), +# seed = 2590, +# octaves = 6, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } + +# 2D noise that locates the river valleys and channels. +# type: noise_params_2d +# mgcarpathian_np_rivers = { +# offset = 0, +# scale = 1, +# spread = (1000, 1000, 1000), +# seed = 85039, +# octaves = 5, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } + +# 3D noise for mountain overhangs, cliffs, etc. Usually small variations. +# type: noise_params_3d +# mgcarpathian_np_mnt_var = { +# offset = 0, +# scale = 1, +# spread = (499, 499, 499), +# seed = 2490, +# octaves = 5, +# persistence = 0.55, +# lacunarity = 2.0, +# flags = +# } + +# First of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgcarpathian_np_cave1 = { +# offset = 0, +# scale = 12, +# spread = (61, 61, 61), +# seed = 52534, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# Second of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgcarpathian_np_cave2 = { +# offset = 0, +# scale = 12, +# spread = (67, 67, 67), +# seed = 10325, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# 3D noise defining giant caverns. +# type: noise_params_3d +# mgcarpathian_np_cavern = { +# offset = 0, +# scale = 1, +# spread = (384, 128, 384), +# seed = 723, +# octaves = 5, +# persistence = 0.63, +# lacunarity = 2.0, +# flags = +# } + +# 3D noise that determines number of dungeons per mapchunk. +# type: noise_params_3d +# mgcarpathian_np_dungeons = { +# offset = 0.9, +# scale = 0.5, +# spread = (500, 500, 500), +# seed = 0, +# octaves = 2, +# persistence = 0.8, +# lacunarity = 2.0, +# flags = +# } + +## Mapgen Flat + +# Map generation attributes specific to Mapgen Flat. +# Occasional lakes and hills can be added to the flat world. +# type: flags possible values: lakes, hills, caverns +# mgflat_spflags = nolakes,nohills,nocaverns + +# Y of flat ground. +# type: int min: -31000 max: 31000 +# mgflat_ground_level = 8 + +# Y of upper limit of large caves. +# type: int min: -31000 max: 31000 +# mgflat_large_cave_depth = -33 + +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgflat_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgflat_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgflat_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgflat_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgflat_large_cave_flooded = 0.5 + +# Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. +# type: float +# mgflat_cave_width = 0.09 + +# Terrain noise threshold for lakes. +# Controls proportion of world area covered by lakes. +# Adjust towards 0.0 for a larger proportion. +# type: float +# mgflat_lake_threshold = -0.45 + +# Controls steepness/depth of lake depressions. +# type: float +# mgflat_lake_steepness = 48.0 + +# Terrain noise threshold for hills. +# Controls proportion of world area covered by hills. +# Adjust towards 0.0 for a larger proportion. +# type: float +# mgflat_hill_threshold = 0.45 + +# Controls steepness/height of hills. +# type: float +# mgflat_hill_steepness = 64.0 + +# Y-level of cavern upper limit. +# type: int min: -31000 max: 31000 +# mgflat_cavern_limit = -256 + +# Y-distance over which caverns expand to full size. +# type: int min: 0 max: 32767 +# mgflat_cavern_taper = 256 + +# Defines full size of caverns, smaller values create larger caverns. +# type: float +# mgflat_cavern_threshold = 0.7 + +# Lower Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgflat_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgflat_dungeon_ymax = 31000 + +### Noises + +# Defines location and terrain of optional hills and lakes. +# type: noise_params_2d +# mgflat_np_terrain = { +# offset = 0, +# scale = 1, +# spread = (600, 600, 600), +# seed = 7244, +# octaves = 5, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } + +# Variation of biome filler depth. +# type: noise_params_2d +# mgflat_np_filler_depth = { +# offset = 0, +# scale = 1.2, +# spread = (150, 150, 150), +# seed = 261, +# octaves = 3, +# persistence = 0.7, +# lacunarity = 2.0, +# flags = eased +# } + +# First of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgflat_np_cave1 = { +# offset = 0, +# scale = 12, +# spread = (61, 61, 61), +# seed = 52534, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# Second of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgflat_np_cave2 = { +# offset = 0, +# scale = 12, +# spread = (67, 67, 67), +# seed = 10325, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# 3D noise defining giant caverns. +# type: noise_params_3d +# mgflat_np_cavern = { +# offset = 0, +# scale = 1, +# spread = (384, 128, 384), +# seed = 723, +# octaves = 5, +# persistence = 0.63, +# lacunarity = 2.0, +# flags = +# } + +# 3D noise that determines number of dungeons per mapchunk. +# type: noise_params_3d +# mgflat_np_dungeons = { +# offset = 0.9, +# scale = 0.5, +# spread = (500, 500, 500), +# seed = 0, +# octaves = 2, +# persistence = 0.8, +# lacunarity = 2.0, +# flags = +# } + +## Mapgen Fractal + +# Map generation attributes specific to Mapgen Fractal. +# 'terrain' enables the generation of non-fractal terrain: +# ocean, islands and underground. +# type: flags possible values: terrain +# mgfractal_spflags = terrain + +# Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. +# type: float +# mgfractal_cave_width = 0.09 + +# Y of upper limit of large caves. +# type: int min: -31000 max: 31000 +# mgfractal_large_cave_depth = -33 + +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgfractal_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgfractal_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgfractal_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgfractal_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgfractal_large_cave_flooded = 0.5 + +# Lower Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgfractal_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgfractal_dungeon_ymax = 31000 + +# Selects one of 18 fractal types. +# 1 = 4D "Roundy" Mandelbrot set. +# 2 = 4D "Roundy" Julia set. +# 3 = 4D "Squarry" Mandelbrot set. +# 4 = 4D "Squarry" Julia set. +# 5 = 4D "Mandy Cousin" Mandelbrot set. +# 6 = 4D "Mandy Cousin" Julia set. +# 7 = 4D "Variation" Mandelbrot set. +# 8 = 4D "Variation" Julia set. +# 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set. +# 10 = 3D "Mandelbrot/Mandelbar" Julia set. +# 11 = 3D "Christmas Tree" Mandelbrot set. +# 12 = 3D "Christmas Tree" Julia set. +# 13 = 3D "Mandelbulb" Mandelbrot set. +# 14 = 3D "Mandelbulb" Julia set. +# 15 = 3D "Cosine Mandelbulb" Mandelbrot set. +# 16 = 3D "Cosine Mandelbulb" Julia set. +# 17 = 4D "Mandelbulb" Mandelbrot set. +# 18 = 4D "Mandelbulb" Julia set. +# type: int min: 1 max: 18 +# mgfractal_fractal = 1 + +# Iterations of the recursive function. +# Increasing this increases the amount of fine detail, but also +# increases processing load. +# At iterations = 20 this mapgen has a similar load to mapgen V7. +# type: int min: 1 max: 65535 +# mgfractal_iterations = 11 + +# (X,Y,Z) scale of fractal in nodes. +# Actual fractal size will be 2 to 3 times larger. +# These numbers can be made very large, the fractal does +# not have to fit inside the world. +# Increase these to 'zoom' into the detail of the fractal. +# Default is for a vertically-squashed shape suitable for +# an island, set all 3 numbers equal for the raw shape. +# type: v3f +# mgfractal_scale = (4096.0, 1024.0, 4096.0) + +# (X,Y,Z) offset of fractal from world center in units of 'scale'. +# Can be used to move a desired point to (0, 0) to create a +# suitable spawn point, or to allow 'zooming in' on a desired +# point by increasing 'scale'. +# The default is tuned for a suitable spawn point for Mandelbrot +# sets with default parameters, it may need altering in other +# situations. +# Range roughly -2 to 2. Multiply by 'scale' for offset in nodes. +# type: v3f +# mgfractal_offset = (1.79, 0.0, 0.0) + +# W coordinate of the generated 3D slice of a 4D fractal. +# Determines which 3D slice of the 4D shape is generated. +# Alters the shape of the fractal. +# Has no effect on 3D fractals. +# Range roughly -2 to 2. +# type: float +# mgfractal_slice_w = 0.0 + +# Julia set only. +# X component of hypercomplex constant. +# Alters the shape of the fractal. +# Range roughly -2 to 2. +# type: float +# mgfractal_julia_x = 0.33 + +# Julia set only. +# Y component of hypercomplex constant. +# Alters the shape of the fractal. +# Range roughly -2 to 2. +# type: float +# mgfractal_julia_y = 0.33 + +# Julia set only. +# Z component of hypercomplex constant. +# Alters the shape of the fractal. +# Range roughly -2 to 2. +# type: float +# mgfractal_julia_z = 0.33 + +# Julia set only. +# W component of hypercomplex constant. +# Alters the shape of the fractal. +# Has no effect on 3D fractals. +# Range roughly -2 to 2. +# type: float +# mgfractal_julia_w = 0.33 + +### Noises + +# Y-level of seabed. +# type: noise_params_2d +# mgfractal_np_seabed = { +# offset = -14, +# scale = 9, +# spread = (600, 600, 600), +# seed = 41900, +# octaves = 5, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } + +# Variation of biome filler depth. +# type: noise_params_2d +# mgfractal_np_filler_depth = { +# offset = 0, +# scale = 1.2, +# spread = (150, 150, 150), +# seed = 261, +# octaves = 3, +# persistence = 0.7, +# lacunarity = 2.0, +# flags = eased +# } + +# First of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgfractal_np_cave1 = { +# offset = 0, +# scale = 12, +# spread = (61, 61, 61), +# seed = 52534, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# Second of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgfractal_np_cave2 = { +# offset = 0, +# scale = 12, +# spread = (67, 67, 67), +# seed = 10325, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# 3D noise that determines number of dungeons per mapchunk. +# type: noise_params_3d +# mgfractal_np_dungeons = { +# offset = 0.9, +# scale = 0.5, +# spread = (500, 500, 500), +# seed = 0, +# octaves = 2, +# persistence = 0.8, +# lacunarity = 2.0, +# flags = +# } + +## Mapgen Valleys + +# Map generation attributes specific to Mapgen Valleys. +# 'altitude_chill': Reduces heat with altitude. +# 'humid_rivers': Increases humidity around rivers. +# 'vary_river_depth': If enabled, low humidity and high heat causes rivers +# to become shallower and occasionally dry. +# 'altitude_dry': Reduces humidity with altitude. +# type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry +# mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry + +# The vertical distance over which heat drops by 20 if 'altitude_chill' is +# enabled. Also, the vertical distance over which humidity drops by 10 if +# 'altitude_dry' is enabled. +# type: int min: 0 max: 65535 +# mgvalleys_altitude_chill = 90 + +# Depth below which you'll find large caves. +# type: int min: -31000 max: 31000 +# mgvalleys_large_cave_depth = -33 + +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgvalleys_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgvalleys_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgvalleys_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgvalleys_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgvalleys_large_cave_flooded = 0.5 + +# Depth below which you'll find giant caverns. +# type: int min: -31000 max: 31000 +# mgvalleys_cavern_limit = -256 + +# Y-distance over which caverns expand to full size. +# type: int min: 0 max: 32767 +# mgvalleys_cavern_taper = 192 + +# Defines full size of caverns, smaller values create larger caverns. +# type: float +# mgvalleys_cavern_threshold = 0.6 + +# How deep to make rivers. +# type: int min: 0 max: 65535 +# mgvalleys_river_depth = 4 + +# How wide to make rivers. +# type: int min: 0 max: 65535 +# mgvalleys_river_size = 5 + +# Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. +# type: float +# mgvalleys_cave_width = 0.09 + +# Lower Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgvalleys_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgvalleys_dungeon_ymax = 63 + +### Noises + +# First of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgvalleys_np_cave1 = { +# offset = 0, +# scale = 12, +# spread = (61, 61, 61), +# seed = 52534, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# Second of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgvalleys_np_cave2 = { +# offset = 0, +# scale = 12, +# spread = (67, 67, 67), +# seed = 10325, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# Variation of biome filler depth. +# type: noise_params_2d +# mgvalleys_np_filler_depth = { +# offset = 0, +# scale = 1.2, +# spread = (256, 256, 256), +# seed = 1605, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# 3D noise defining giant caverns. +# type: noise_params_3d +# mgvalleys_np_cavern = { +# offset = 0, +# scale = 1, +# spread = (768, 256, 768), +# seed = 59033, +# octaves = 6, +# persistence = 0.63, +# lacunarity = 2.0, +# flags = +# } + +# Defines large-scale river channel structure. +# type: noise_params_2d +# mgvalleys_np_rivers = { +# offset = 0, +# scale = 1, +# spread = (256, 256, 256), +# seed = -6050, +# octaves = 5, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } + +# Base terrain height. +# type: noise_params_2d +# mgvalleys_np_terrain_height = { +# offset = -10, +# scale = 50, +# spread = (1024, 1024, 1024), +# seed = 5202, +# octaves = 6, +# persistence = 0.4, +# lacunarity = 2.0, +# flags = eased +# } + +# Raises terrain to make valleys around the rivers. +# type: noise_params_2d +# mgvalleys_np_valley_depth = { +# offset = 5, +# scale = 4, +# spread = (512, 512, 512), +# seed = -1914, +# octaves = 1, +# persistence = 1.0, +# lacunarity = 2.0, +# flags = eased +# } + +# Slope and fill work together to modify the heights. +# type: noise_params_3d +# mgvalleys_np_inter_valley_fill = { +# offset = 0, +# scale = 1, +# spread = (256, 512, 256), +# seed = 1993, +# octaves = 6, +# persistence = 0.8, +# lacunarity = 2.0, +# flags = +# } + +# Amplifies the valleys. +# type: noise_params_2d +# mgvalleys_np_valley_profile = { +# offset = 0.6, +# scale = 0.5, +# spread = (512, 512, 512), +# seed = 777, +# octaves = 1, +# persistence = 1.0, +# lacunarity = 2.0, +# flags = eased +# } + +# Slope and fill work together to modify the heights. +# type: noise_params_2d +# mgvalleys_np_inter_valley_slope = { +# offset = 0.5, +# scale = 0.5, +# spread = (128, 128, 128), +# seed = 746, +# octaves = 1, +# persistence = 1.0, +# lacunarity = 2.0, +# flags = eased +# } + +# 3D noise that determines number of dungeons per mapchunk. +# type: noise_params_3d +# mgvalleys_np_dungeons = { +# offset = 0.9, +# scale = 0.5, +# spread = (500, 500, 500), +# seed = 0, +# octaves = 2, +# persistence = 0.8, +# lacunarity = 2.0, +# flags = +# } + +# +# Advanced +# + +## Developer Options + +# Enable Lua modding support on client. +# This support is experimental and API can change. +# type: bool +# enable_client_modding = false + +# Replaces the default main menu with a custom one. +# type: string +# main_menu_script = + +### Mod Security + +# Prevent mods from doing insecure things like running shell commands. +# type: bool +# secure.enable_security = true + +# Comma-separated list of trusted mods that are allowed to access insecure +# functions even when mod security is on (via request_insecure_environment()). +# type: string +# secure.trusted_mods = + +# Comma-separated list of mods that are allowed to access HTTP APIs, which +# allow them to upload and download data to/from the internet. +# type: string +# secure.http_mods = + +### Debugging + +# Level of logging to be written to debug.txt: +# - (no logging) +# - none (messages with no level) +# - error +# - warning +# - action +# - info +# - verbose +# - trace +# type: enum values: , none, error, warning, action, info, verbose, trace +# debug_log_level = action + +# If the file size of debug.txt exceeds the number of megabytes specified in +# this setting when it is opened, the file is moved to debug.txt.1, +# deleting an older debug.txt.1 if it exists. +# debug.txt is only moved if this setting is positive. +# type: int min: 1 +# debug_log_size_max = 50 + +# Minimal level of logging to be written to chat. +# type: enum values: , none, error, warning, action, info, verbose, trace +# chat_log_level = error + +# Handling for deprecated Lua API calls: +# - none: Do not log deprecated calls +# - log: mimic and log backtrace of deprecated call (default). +# - error: abort on usage of deprecated call (suggested for mod developers). +# type: enum values: none, log, error +# deprecated_lua_api_handling = log + +# Enable random user input (only used for testing). +# type: bool +# random_input = false + +# Enable random mod loading (mainly used for testing). +# type: bool +# random_mod_load_order = false + +# Enable mod channels support. +# type: bool +# enable_mod_channels = false + +### Mod Profiler + +# Load the game profiler to collect game profiling data. +# Provides a /profiler command to access the compiled profile. +# Useful for mod developers and server operators. +# type: bool +# profiler.load = false + +# The default format in which profiles are being saved, +# when calling `/profiler save [format]` without format. +# type: enum values: txt, csv, lua, json, json_pretty +# profiler.default_report_format = txt + +# The file path relative to your world path in which profiles will be saved to. +# type: string +# profiler.report_path = + +# Instrument the methods of entities on registration. +# type: bool +# instrument.entity = true + +# Instrument the action function of Active Block Modifiers on registration. +# type: bool +# instrument.abm = true + +# Instrument the action function of Loading Block Modifiers on registration. +# type: bool +# instrument.lbm = true + +# Instrument chat commands on registration. +# type: bool +# instrument.chatcommand = true + +# Instrument global callback functions on registration. +# (anything you pass to a core.register_*() function) +# type: bool +# instrument.global_callback = true + +# Instrument builtin. +# This is usually only needed by core/builtin contributors +# type: bool +# instrument.builtin = false + +# Have the profiler instrument itself: +# * Instrument an empty function. +# This estimates the overhead, that instrumentation is adding (+1 function call). +# * Instrument the sampler being used to update the statistics. +# type: bool +# instrument.profiler = false + +### Engine Profiler + +# Print the engine's profiling data in regular intervals (in seconds). +# 0 = disable. Useful for developers. +# type: int min: 0 +# profiler_print_interval = 0 + +## Advanced + +# Enable IPv6 support (for both client and server). +# Required for IPv6 connections to work at all. +# type: bool +enable_ipv6 = true + +# If enabled, invalid world data won't cause the server to shut down. +# Only enable this if you know what you are doing. +# type: bool +# ignore_world_load_errors = false + +### Graphics + +# Shaders are a fundamental part of rendering and enable advanced visual effects. +# type: bool +# enable_shaders = true + +# Path to shader directory. If no path is defined, default location will be used. +# type: path +# shader_path = + +# The rendering back-end. +# Note: A restart is required after changing this! +# OpenGL is the default for desktop, and OGLES2 for Android. +# type: enum values: , opengl, opengl3, ogles2 +# video_driver = + +# Distance in nodes at which transparency depth sorting is enabled. +# Use this to limit the performance impact of transparency depth sorting. +# Set to 0 to disable it entirely. +# type: int min: 0 max: 128 +# transparency_sorting_distance = 16 + +# Radius of cloud area stated in number of 64 node cloud squares. +# Values larger than 26 will start to produce sharp cutoffs at cloud area corners. +# type: int min: 1 max: 62 +# cloud_radius = 12 + +# Whether node texture animations should be desynchronized per mapblock. +# type: bool +# desynchronize_mapblock_texture_animation = false + +# Enables caching of facedir rotated meshes. +# This is only effective with shaders disabled. +# type: bool +# enable_mesh_cache = false + +# Delay between mesh updates on the client in ms. Increasing this will slow +# down the rate of mesh updates, thus reducing jitter on slower clients. +# type: int min: 0 max: 50 +# mesh_generation_interval = 0 + +# Number of threads to use for mesh generation. +# Value of 0 (default) will let Luanti autodetect the number of available threads. +# type: int min: 0 max: 8 +# mesh_generation_threads = 0 + +# True = 256 +# False = 128 +# Usable to make minimap smoother on slower machines. +# type: bool +# minimap_double_scan_height = true + +# Textures on a node may be aligned either to the node or to the world. +# The former mode suits better things like machines, furniture, etc., while +# the latter makes stairs and microblocks fit surroundings better. +# However, as this possibility is new, thus may not be used by older servers, +# this option allows enforcing it for certain node types. Note though that +# that is considered EXPERIMENTAL and may not work properly. +# type: enum values: disable, enable, force_solid, force_nodebox +# world_aligned_mode = enable + +# World-aligned textures may be scaled to span several nodes. However, +# the server may not send the scale you want, especially if you use +# a specially-designed texture pack; with this option, the client tries +# to determine the scale automatically basing on the texture size. +# See also texture_min_size. +# Warning: This option is EXPERIMENTAL! +# type: enum values: disable, enable, force +# autoscale_mode = disable + +# When using bilinear/trilinear/anisotropic filters, low-resolution textures +# can be blurred, so automatically upscale them with nearest-neighbor +# interpolation to preserve crisp pixels. This sets the minimum texture size +# for the upscaled textures; higher values look sharper, but require more +# memory. Powers of 2 are recommended. This setting is ONLY applied if +# bilinear/trilinear/anisotropic filtering is enabled. +# This is also used as the base node texture size for world-aligned +# texture autoscaling. +# type: int min: 1 max: 32768 +# texture_min_size = 64 + +# Side length of a cube of map blocks that the client will consider together +# when generating meshes. +# Larger values increase the utilization of the GPU by reducing the number of +# draw calls, benefiting especially high-end GPUs. +# Systems with a low-end GPU (or no GPU) would benefit from smaller values. +# type: int min: 1 max: 16 +# client_mesh_chunk = 1 + +# Enables debug and error-checking in the OpenGL driver. +# type: bool +# opengl_debug = false + +# Set to true to render debugging breakdown of the bloom effect. +# In debug mode, the screen is split into 4 quadrants: +# top-left - processed base image, top-right - final image +# bottom-left - raw base image, bottom-right - bloom texture. +# type: bool +# enable_bloom_debug = false + +### Sound + +# Comma-separated list of AL and ALC extensions that should not be used. +# Useful for testing. See al_extensions.[h,cpp] for details. +# type: string +# sound_extensions_blacklist = + +### Font + +# type: bool +# font_bold = false + +# type: bool +# font_italic = false + +# Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn. +# type: int min: 0 max: 65535 +# font_shadow = 1 + +# Opaqueness (alpha) of the shadow behind the default font, between 0 and 255. +# type: int min: 0 max: 255 +# font_shadow_alpha = 127 + +# Font size of the default font where 1 unit = 1 pixel at 96 DPI +# type: int min: 5 max: 72 +# font_size = 16 + +# For pixel-style fonts that do not scale well, this ensures that font sizes used +# with this font will always be divisible by this value, in pixels. For instance, +# a pixel font 16 pixels tall should have this set to 16, so it will only ever be +# sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32. +# type: int min: 1 +# font_size_divisible_by = 1 + +# Path to the default font. Must be a TrueType font. +# The fallback font will be used if the font cannot be loaded. +# type: filepath +# font_path = fonts/Arimo-Regular.ttf + +# type: filepath +# font_path_bold = fonts/Arimo-Bold.ttf + +# type: filepath +# font_path_italic = fonts/Arimo-Italic.ttf + +# type: filepath +# font_path_bold_italic = fonts/Arimo-BoldItalic.ttf + +# Font size of the monospace font where 1 unit = 1 pixel at 96 DPI +# type: int min: 5 max: 72 +# mono_font_size = 16 + +# For pixel-style fonts that do not scale well, this ensures that font sizes used +# with this font will always be divisible by this value, in pixels. For instance, +# a pixel font 16 pixels tall should have this set to 16, so it will only ever be +# sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32. +# type: int min: 1 +# mono_font_size_divisible_by = 1 + +# Path to the monospace font. Must be a TrueType font. +# This font is used for e.g. the console and profiler screen. +# type: filepath +# mono_font_path = fonts/Cousine-Regular.ttf + +# type: filepath +# mono_font_path_bold = fonts/Cousine-Bold.ttf + +# type: filepath +# mono_font_path_italic = fonts/Cousine-Italic.ttf + +# type: filepath +# mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf + +# Path of the fallback font. Must be a TrueType font. +# This font will be used for certain languages or if the default font is unavailable. +# type: filepath +# fallback_font_path = fonts/DroidSansFallbackFull.ttf + +### Lighting + +# Gradient of light curve at minimum light level. +# Controls the contrast of the lowest light levels. +# type: float min: 0 max: 3 +# lighting_alpha = 0.0 + +# Gradient of light curve at maximum light level. +# Controls the contrast of the highest light levels. +# type: float min: 0 max: 3 +# lighting_beta = 1.5 + +# Strength of light curve boost. +# The 3 'boost' parameters define a range of the light +# curve that is boosted in brightness. +# type: float min: 0 max: 0.4 +# lighting_boost = 0.2 + +# Center of light curve boost range. +# Where 0.0 is minimum light level, 1.0 is maximum light level. +# type: float min: 0 max: 1 +# lighting_boost_center = 0.5 + +# Spread of light curve boost range. +# Controls the width of the range to be boosted. +# Standard deviation of the light curve boost Gaussian. +# type: float min: 0 max: 0.4 +# lighting_boost_spread = 0.2 + +### Networking + +# Prometheus listener address. +# If Luanti is compiled with ENABLE_PROMETHEUS option enabled, +# enable metrics listener for Prometheus on that address. +# Metrics can be fetched on http://127.0.0.1:30000/metrics +# type: string +# prometheus_listener_address = 127.0.0.1:30000 + +# Maximum size of the outgoing chat queue. +# 0 to disable queueing and -1 to make the queue size unlimited. +# type: int min: -1 max: 32767 +# max_out_chat_queue_size = 20 + +# Timeout for client to remove unused map data from memory, in seconds. +# type: float min: 0 +# client_unload_unused_data_timeout = 600.0 + +# Maximum number of mapblocks for client to be kept in memory. +# Set to -1 for unlimited amount. +# type: int min: -1 max: 2147483647 +# client_mapblock_limit = 7500 + +# Maximum number of blocks that are simultaneously sent per client. +# The maximum total count is calculated dynamically: +# max_total = ceil((#clients + max_users) * per_client / 4) +# type: int min: 1 max: 4294967295 +# max_simultaneous_block_sends_per_client = 40 + +# To reduce lag, block transfers are slowed down when a player is building something. +# This determines how long they are slowed down after placing or removing a node. +# type: float min: 0 +# full_block_send_enable_min_time_from_building = 2.0 + +# Maximum number of packets sent per send step in the low-level networking code. +# You generally don't need to change this, however busy servers may benefit from a higher number. +# type: int min: 1 max: 65535 +# max_packets_per_iteration = 1024 + +# Compression level to use when sending mapblocks to the client. +# -1 - use default compression level +# 0 - least compression, fastest +# 9 - best compression, slowest +# type: int min: -1 max: 9 +# map_compression_level_net = -1 + +### Server + +# Format of player chat messages. The following strings are valid placeholders: +# @name, @message, @timestamp (optional) +# type: string +# chat_message_format = <@name> @message + +# If the execution of a chat command takes longer than this specified time in +# seconds, add the time information to the chat command message +# type: float min: 0 +# chatcommand_msg_time_threshold = 0.1 + +# A message to be displayed to all clients when the server shuts down. +# type: string +# kick_msg_shutdown = Server shutting down. + +# A message to be displayed to all clients when the server crashes. +# type: string +# kick_msg_crash = This server has experienced an internal error. You will now be disconnected. + +# Whether to ask clients to reconnect after a (Lua) crash. +# Set this to true if your server is set up to restart automatically. +# type: bool +# ask_reconnect_on_crash = false + +### Server/Env Performance + +# Length of a server tick (the interval at which everything is generally updated), +# stated in seconds. +# Does not apply to sessions hosted from the client menu. +# This is a lower bound, i.e. server steps may not be shorter than this, but +# they are often longer. +# type: float min: 0 max: 1 +# dedicated_server_step = 0.09 + +# Whether players are shown to clients without any range limit. +# Deprecated, use the setting player_transfer_distance instead. +# type: bool +# unlimited_player_transfer_distance = true + +# Defines the maximal player transfer distance in blocks (0 = unlimited). +# type: int min: 0 max: 65535 +# player_transfer_distance = 0 + +# From how far clients know about objects, stated in mapblocks (16 nodes). +# +# Setting this larger than active_block_range will also cause the server +# to maintain active objects up to this distance in the direction the +# player is looking. (This can avoid mobs suddenly disappearing from view) +# type: int min: 1 max: 65535 +# active_object_send_range_blocks = 8 + +# The radius of the volume of blocks around every player that is subject to the +# active block stuff, stated in mapblocks (16 nodes). +# In active blocks objects are loaded and ABMs run. +# This is also the minimum range in which active objects (mobs) are maintained. +# This should be configured together with active_object_send_range_blocks. +# type: int min: 1 max: 65535 +# active_block_range = 4 + +# From how far blocks are sent to clients, stated in mapblocks (16 nodes). +# type: int min: 1 max: 65535 +# max_block_send_distance = 12 + +# Default maximum number of forceloaded mapblocks. +# Set this to -1 to disable the limit. +# type: int min: -1 +# max_forceloaded_blocks = 16 + +# Interval of sending time of day to clients, stated in seconds. +# type: float min: 0.001 +# time_send_interval = 5.0 + +# Interval of saving important changes in the world, stated in seconds. +# type: float min: 0.001 +# server_map_save_interval = 5.3 + +# How long the server will wait before unloading unused mapblocks, stated in seconds. +# Higher value is smoother, but will use more RAM. +# type: int min: 0 max: 4294967295 +# server_unload_unused_data_timeout = 29 + +# Maximum number of statically stored objects in a block. +# type: int min: 1 max: 65535 +# max_objects_per_block = 256 + +# Length of time between active block management cycles, stated in seconds. +# type: float min: 0 +# active_block_mgmt_interval = 2.0 + +# Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds. +# type: float min: 0 +# abm_interval = 1.0 + +# The time budget allowed for ABMs to execute on each step +# (as a fraction of the ABM Interval) +# type: float min: 0.1 max: 0.9 +# abm_time_budget = 0.2 + +# Length of time between NodeTimer execution cycles, stated in seconds. +# type: float min: 0 +# nodetimer_interval = 0.2 + +# Max liquids processed per step. +# type: int min: 1 max: 4294967295 +# liquid_loop_max = 100000 + +# The time (in seconds) that the liquids queue may grow beyond processing +# capacity until an attempt is made to decrease its size by dumping old queue +# items. A value of 0 disables the functionality. +# type: int min: 0 max: 65535 +# liquid_queue_purge_time = 0 + +# Liquid update interval in seconds. +# type: float min: 0.001 +# liquid_update = 1.0 + +# At this distance the server will aggressively optimize which blocks are sent to +# clients. +# Small values potentially improve performance a lot, at the expense of visible +# rendering glitches (some blocks might not be rendered correctly in caves). +# Setting this to a value greater than max_block_send_distance disables this +# optimization. +# Stated in MapBlocks (16 nodes). +# type: int min: 2 max: 2047 +# block_send_optimize_distance = 4 + +# If enabled, the server will perform map block occlusion culling based on +# on the eye position of the player. This can reduce the number of blocks +# sent to the client by 50-80%. Clients will no longer receive most +# invisible blocks, so that the utility of noclip mode is reduced. +# type: bool +# server_side_occlusion_culling = true + +# At this distance the server will perform a simpler and cheaper occlusion check. +# Smaller values potentially improve performance, at the expense of temporarily visible +# rendering glitches (missing blocks). +# This is especially useful for very large viewing range (upwards of 500). +# Stated in MapBlocks (16 nodes). +# type: int min: 2 max: 2047 +# block_cull_optimize_distance = 25 + +### Mapgen + +# Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes). +# WARNING: There is no benefit, and there are several dangers, in +# increasing this value above 5. +# Reducing this value increases cave and dungeon density. +# Altering this value is for special usage, leaving it unchanged is +# recommended. +# type: int min: 1 max: 10 +# chunksize = 5 + +# Dump the mapgen debug information. +# type: bool +# enable_mapgen_debug_info = false + +# Maximum number of blocks that can be queued for loading. +# type: int min: 1 max: 1000000 +# emergequeue_limit_total = 1024 + +# Maximum number of blocks to be queued that are to be loaded from file. +# This limit is enforced per player. +# type: int min: 1 max: 1000000 +# emergequeue_limit_diskonly = 128 + +# Maximum number of blocks to be queued that are to be generated. +# This limit is enforced per player. +# type: int min: 1 max: 1000000 +# emergequeue_limit_generate = 128 + +# Number of emerge threads to use. +# Value 0: +# - Automatic selection. The number of emerge threads will be +# - 'number of processors - 2', with a lower limit of 1. +# Any other value: +# - Specifies the number of emerge threads, with a lower limit of 1. +# WARNING: Increasing the number of emerge threads increases engine mapgen +# speed, but this may harm game performance by interfering with other +# processes, especially in singleplayer and/or when running Lua code in +# 'on_generated'. For many users the optimum setting may be '1'. +# type: int min: 0 max: 32767 +# num_emerge_threads = 1 + +### cURL + +# Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds. +# type: int min: 1000 max: 2147483647 +# curl_timeout = 20000 + +# Limits number of parallel HTTP requests. Affects: +# - Media fetch if server uses remote_media setting. +# - Serverlist download and server announcement. +# - Downloads performed by main menu (e.g. mod manager). +# Only has an effect if compiled with cURL. +# type: int min: 1 max: 2147483647 +# curl_parallel_limit = 8 + +# Maximum time a file download (e.g. a mod download) may take, stated in milliseconds. +# type: int min: 5000 max: 2147483647 +# curl_file_download_timeout = 300000 + +### Miscellaneous + +# Adjust the detected display density, used for scaling UI elements. +# type: float min: 0.5 max: 5 +# display_density_factor = 1 + +# Windows systems only: Start Luanti with the command line window in the background. +# Contains the same information as the file debug.txt (default name). +# type: bool +# enable_console = false + +# Number of extra blocks that can be loaded by /clearobjects at once. +# This is a trade-off between SQLite transaction overhead and +# memory consumption (4096=100MB, as a rule of thumb). +# type: int min: 0 max: 4294967295 +# max_clearobjects_extra_loaded_blocks = 4096 + +# World directory (everything in the world is stored here). +# Not needed if starting from the main menu. +# type: path +# map-dir = + +# See https://www.sqlite.org/pragma.html#pragma_synchronous +# type: enum values: 0, 1, 2 +# sqlite_synchronous = 2 + +# Compression level to use when saving mapblocks to disk. +# -1 - use default compression level +# 0 - least compression, fastest +# 9 - best compression, slowest +# type: int min: -1 max: 9 +# map_compression_level_disk = -1 + +# Enable usage of remote media server (if provided by server). +# Remote servers offer a significantly faster way to download media (e.g. textures) +# when connecting to the server. +# type: bool +# enable_remote_media_server = true + +# File in client/serverlist/ that contains your favorite servers displayed in the +# Multiplayer Tab. +# type: string +# serverlist_file = favoriteservers.json + +## Gamepads + +# Enable joysticks. Requires a restart to take effect +# type: bool +# enable_joysticks = false + +# The identifier of the joystick to use +# type: int min: 0 max: 255 +# joystick_id = 0 + +# The type of joystick +# type: enum values: auto, generic, xbox, dragonrise_gamecube +# joystick_type = auto + +# The time in seconds it takes between repeated events +# when holding down a joystick button combination. +# type: float min: 0.001 +# repeat_joystick_button_time = 0.17 + +# The dead zone of the joystick +# type: int min: 0 max: 65535 +# joystick_deadzone = 2048 + +# The sensitivity of the joystick axes for moving the +# in-game view frustum around. +# type: float min: 0.001 +# joystick_frustum_sensitivity = 170.0 + +## Hide: Temporary Settings + +# Path to texture directory. All textures are first searched from here. +# type: path +# texture_path = + +# Enables minimap. +# type: bool +# enable_minimap = true + +# Shape of the minimap. Enabled = round, disabled = square. +# type: bool +# minimap_shape_round = true + +# Address to connect to. +# Leave this blank to start a local server. +# Note that the address field in the main menu overrides this setting. +# type: string +# address = + +# Port to connect to (UDP). +# Note that the port field in the main menu overrides this setting. +# type: int min: 1 max: 65535 +# remote_port = 30000 + +# Enable players getting damage and dying. +# type: bool +# enable_damage = false + +# Enable creative mode for all players +# type: bool +# creative_mode = false + +# Whether to allow players to damage and kill each other. +# type: bool +# enable_pvp = true + +# Player is able to fly without being affected by gravity. +# This requires the "fly" privilege on the server. +# type: bool +# free_move = false + +# If enabled, makes move directions relative to the player's pitch when flying or swimming. +# type: bool +# pitch_move = false + +# Fast movement (via the "Aux1" key). +# This requires the "fast" privilege on the server. +# type: bool +# fast_move = false + +# If enabled together with fly mode, player is able to fly through solid nodes. +# This requires the "noclip" privilege on the server. +# type: bool +# noclip = false + +# Continuous forward movement, toggled by autoforward key. +# Press the autoforward key again or the backwards movement to disable. +# type: bool +# continuous_forward = false + +# This can be bound to a key to toggle camera smoothing when looking around. +# Useful for recording videos +# type: bool +# cinematic = false + +# Affects mods and texture packs in the Content and Select Mods menus, as well as +# setting names. +# Controlled by a checkbox in the settings menu. +# type: bool +# show_technical_names = false + +# Controlled by a checkbox in the settings menu. +# type: bool +# show_advanced = false + +# Enables the sound system. +# If disabled, this completely disables all sounds everywhere and the in-game +# sound controls will be non-functional. +# Changing this setting requires a restart. +# type: bool +# enable_sound = true + +# Key for moving the player forward. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_forward = KEY_KEY_W + +# Key for moving the player backward. +# Will also disable autoforward, when active. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_backward = KEY_KEY_S + +# Key for moving the player left. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_left = KEY_KEY_A + +# Key for moving the player right. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_right = KEY_KEY_D + +# Key for jumping. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_jump = KEY_SPACE + +# Key for sneaking. +# Also used for climbing down and descending in water if aux1_descends is disabled. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_sneak = KEY_LSHIFT + +# Key for digging, punching or using something. +# (Note: The actual meaning might vary on a per-game basis.) +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_dig = KEY_LBUTTON + +# Key for placing an item/block or for using something. +# (Note: The actual meaning might vary on a per-game basis.) +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_place = KEY_RBUTTON + +# Key for opening the inventory. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_inventory = KEY_KEY_I + +# Key for moving fast in fast mode. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_aux1 = KEY_KEY_E + +# Key for opening the chat window. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_chat = KEY_KEY_T + +# Key for opening the chat window to type commands. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_cmd = / + +# Key for opening the chat window to type local commands. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_cmd_local = . + +# Key for toggling unlimited view range. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_rangeselect = + +# Key for toggling flying. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_freemove = KEY_KEY_K + +# Key for toggling pitch move mode. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_pitchmove = + +# Key for toggling fast mode. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_fastmove = KEY_KEY_J + +# Key for toggling noclip mode. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_noclip = KEY_KEY_H + +# Key for selecting the next item in the hotbar. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_hotbar_next = KEY_KEY_N + +# Key for selecting the previous item in the hotbar. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_hotbar_previous = KEY_KEY_B + +# Key for muting the game. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_mute = KEY_KEY_M + +# Key for increasing the volume. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_increase_volume = + +# Key for decreasing the volume. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_decrease_volume = + +# Key for toggling autoforward. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_autoforward = + +# Key for toggling cinematic mode. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_cinematic = + +# Key for toggling display of minimap. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_minimap = KEY_KEY_V + +# Key for taking screenshots. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_screenshot = KEY_F12 + +# Key for toggling fullscreen mode. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_fullscreen = KEY_F11 + +# Key for dropping the currently selected item. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_drop = KEY_KEY_Q + +# Key to use view zoom when possible. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_zoom = KEY_KEY_Z + +# Key for selecting the first hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot1 = KEY_KEY_1 + +# Key for selecting the second hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot2 = KEY_KEY_2 + +# Key for selecting the third hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot3 = KEY_KEY_3 + +# Key for selecting the fourth hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot4 = KEY_KEY_4 + +# Key for selecting the fifth hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot5 = KEY_KEY_5 + +# Key for selecting the sixth hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot6 = KEY_KEY_6 + +# Key for selecting the seventh hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot7 = KEY_KEY_7 + +# Key for selecting the eighth hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot8 = KEY_KEY_8 + +# Key for selecting the ninth hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot9 = KEY_KEY_9 + +# Key for selecting the tenth hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot10 = KEY_KEY_0 + +# Key for selecting the 11th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot11 = + +# Key for selecting the 12th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot12 = + +# Key for selecting the 13th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot13 = + +# Key for selecting the 14th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot14 = + +# Key for selecting the 15th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot15 = + +# Key for selecting the 16th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot16 = + +# Key for selecting the 17th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot17 = + +# Key for selecting the 18th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot18 = + +# Key for selecting the 19th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot19 = + +# Key for selecting the 20th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot20 = + +# Key for selecting the 21st hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot21 = + +# Key for selecting the 22nd hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot22 = + +# Key for selecting the 23rd hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot23 = + +# Key for selecting the 24th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot24 = + +# Key for selecting the 25th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot25 = + +# Key for selecting the 26th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot26 = + +# Key for selecting the 27th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot27 = + +# Key for selecting the 28th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot28 = + +# Key for selecting the 29th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot29 = + +# Key for selecting the 30th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot30 = + +# Key for selecting the 31st hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot31 = + +# Key for selecting the 32nd hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot32 = + +# Key for toggling the display of the HUD. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_toggle_hud = KEY_F1 + +# Key for toggling the display of chat. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_toggle_chat = KEY_F2 + +# Key for toggling the display of the large chat console. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_console = KEY_F10 + +# Key for toggling the display of fog. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_toggle_fog = KEY_F3 + +# Key for toggling the camera update. Only usable with 'debug' privilege. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_toggle_update_camera = + +# Key for toggling the display of debug info. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_toggle_debug = KEY_F5 + +# Key for toggling the display of the profiler. Used for development. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_toggle_profiler = KEY_F6 + +# Key for toggling the display of mapblock boundaries. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_toggle_block_bounds = + +# Key for switching between first- and third-person camera. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_camera_mode = KEY_KEY_C + +# Key for increasing the viewing range. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_increase_viewing_range_min = + + +# Key for decreasing the viewing range. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_decrease_viewing_range_min = - + diff --git a/files/world.mt b/files/world.mt new file mode 100644 index 0000000..bc2b8d2 --- /dev/null +++ b/files/world.mt @@ -0,0 +1,56 @@ +enable_damage = true +creative_mode = false +mod_storage_backend = sqlite3 +auth_backend = sqlite3 +player_backend = sqlite3 +backend = sqlite3 +gameid = minetest_game +world_name = world +load_mod_armor_mithril = false +load_mod_armor_wood = true +load_mod_armor_gold = true +load_mod_armor_nether = false +load_mod_armor_cactus = true +load_mod_armor_admin = false +load_mod_shields = true +load_mod_3d_armor_ui = true +load_mod_3d_armor_stand = true +load_mod_3d_armor_sfinv = false +load_mod_3d_armor_ip = false +load_mod_armor_steel = true +load_mod_armor_crystal = false +load_mod_armor_bronze = true +load_mod_3d_armor = true +load_mod_armor_diamond = true + +load_mod_animalia = true +load_mod_creatura = true +load_mod_modlib = true +load_mod_character_anim = true +load_mod_protector = true +load_mod_wieldview = true +load_mod_wielded_light = true +load_mod_x_farming = true +load_mod_stamina = true +load_mod_unified_inventory = true +load_mod_x_enchanting = true +load_mod_playereffects = true +load_mod_pep = true +load_mod_visible_sneak = true +load_mod_teleport_potion = true +load_mod_controls = true +load_mod_x_bows = true +load_mod_anvil = true +load_mod_moreblocks = true +load_mod_hangglider = true +load_mod_xcompat = true +load_mod_mailbox = true +load_mod_signs_road = true +load_mod_signs_api = true +load_mod_signs = true +load_mod_font_api = true +load_mod_font_metro = true +load_mod_display_api = true +load_mod_ontime_clocks = true +load_mod_steles = true +load_mod_boards = true diff --git a/tasks/luanti.yaml b/tasks/luanti.yaml new file mode 100644 index 0000000..c3aeec5 --- /dev/null +++ b/tasks/luanti.yaml @@ -0,0 +1,20 @@ +--- +# tasks file for luanti +- name: Deploy Luanti + kubernetes.core.helm: + name: luanti + chart_ref: oci://tccr.io/truecharts/minetest + release_namespace: luanti + create_namespace: true + values: + service: + main: + type: LoadBalancer + externalTrafficPolicy: Local + workload: + main: + podSpec: + containers: + main: + env: + CLI_ARGS: --gameid minetest_game