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minetest.conf.example
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minetest.conf.example
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# This file contains a list of all available settings and their default value for minetest.conf
# By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #.
# minetest.conf is read by default from:
# ../minetest.conf
# ../../minetest.conf
# Any other path can be chosen by passing the path as a parameter
# to the program, eg. "minetest.exe --config ../minetest.conf.example".
# Further documentation:
# http://wiki.minetest.net/
#
# Controls
#
# If enabled, you can place blocks at the position (feet + eye level) where you stand.
# This is helpful when working with nodeboxes in small areas.
# type: bool
# enable_build_where_you_stand = false
# Player is able to fly without being affected by gravity.
# This requires the "fly" privilege on the server.
# type: bool
# free_move = false
# If enabled, makes move directions relative to the player's pitch when flying or swimming.
# type: bool
# pitch_move = false
# Fast movement (via the "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
# Smooths camera when looking around. Also called look or mouse smoothing.
# Useful for recording videos.
# type: bool
# cinematic = false
# Smooths rotation of camera. 0 to disable.
# type: float min: 0 max: 0.99
# camera_smoothing = 0.0
# Smooths rotation of camera in cinematic mode. 0 to disable.
# type: float min: 0 max: 0.99
# cinematic_camera_smoothing = 0.7
# Invert vertical mouse movement.
# type: bool
# invert_mouse = false
# Mouse sensitivity multiplier.
# type: float
# mouse_sensitivity = 0.2
# If enabled, "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: 0.001
# repeat_place_time = 0.25
# Automatically jump up single-node obstacles.
# type: bool
# autojump = false
# Prevent digging and placing from repeating when holding the mouse buttons.
# Enable this when you dig or place too often by accident.
# type: bool
# safe_dig_and_place = false
# Enable random user input (only used for testing).
# type: bool
# random_input = false
# Continuous forward movement, toggled by autoforward key.
# Press the autoforward key again or the backwards movement to disable.
# type: bool
# continuous_forward = false
# The length in pixels it takes for touch screen interaction to start.
# type: int min: 0 max: 100
# touchscreen_threshold = 20
# (Android) Fixes the position of virtual joystick.
# If disabled, virtual joystick will center to first-touch's position.
# type: bool
# fixed_virtual_joystick = false
# (Android) Use virtual joystick to trigger "Aux1" button.
# If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
# type: bool
# virtual_joystick_triggers_aux1 = false
# Enable joysticks
# type: bool
# enable_joysticks = false
# The identifier of the joystick to use
# type: int
# joystick_id = 0
# The type of joystick
# type: enum values: auto, generic, xbox, 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
# joystick_deadzone = 2048
# The sensitivity of the joystick axes for moving the
# in-game view frustum around.
# type: float
# joystick_frustum_sensitivity = 170
# Key for moving the player forward.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_forward = KEY_KEY_W
# Key for moving the player backward.
# Will also disable autoforward, when active.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_backward = KEY_KEY_S
# Key for moving the player left.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_left = KEY_KEY_A
# Key for moving the player right.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_right = KEY_KEY_D
# Key for jumping.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_jump = KEY_SPACE
# Key for sneaking.
# Also used for climbing down and descending in water if aux1_descends is disabled.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_sneak = KEY_LSHIFT
# Key for digging.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_dig = KEY_LBUTTON
# Key for placing.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_place = KEY_RBUTTON
# Key for opening the inventory.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_inventory = KEY_KEY_I
# Key for moving fast in fast mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_aux1 = KEY_KEY_E
# Key for opening the chat window.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_chat = KEY_KEY_T
# Key for opening the chat window to type commands.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_cmd = /
# Key for opening the chat window to type local commands.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_cmd_local = .
# Key for toggling unlimited view range.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_rangeselect = KEY_KEY_R
# Key for toggling flying.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_freemove = KEY_KEY_K
# Key for toggling pitch move mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_pitchmove = KEY_KEY_P
# Key for toggling fast mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_fastmove = KEY_KEY_J
# Key for toggling noclip mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_noclip = KEY_KEY_H
# Key for selecting the next item in the hotbar.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_hotbar_next = KEY_KEY_N
# Key for selecting the previous item in the hotbar.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_hotbar_previous = KEY_KEY_B
# Key for muting the game.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_mute = KEY_KEY_M
# Key for increasing the volume.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_increase_volume =
# Key for decreasing the volume.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_decrease_volume =
# Key for toggling autoforward.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_autoforward =
# Key for toggling cinematic mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_cinematic =
# Key for toggling display of minimap.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_minimap = KEY_KEY_V
# Key for taking screenshots.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_screenshot = KEY_F12
# Key for dropping the currently selected item.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_drop = KEY_KEY_Q
# Key to use view zoom when possible.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_zoom = KEY_KEY_Z
# Key for selecting the first hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot1 = KEY_KEY_1
# Key for selecting the second hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot2 = KEY_KEY_2
# Key for selecting the third hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot3 = KEY_KEY_3
# Key for selecting the fourth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot4 = KEY_KEY_4
# Key for selecting the fifth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot5 = KEY_KEY_5
# Key for selecting the sixth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot6 = KEY_KEY_6
# Key for selecting the seventh hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot7 = KEY_KEY_7
# Key for selecting the eighth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot8 = KEY_KEY_8
# Key for selecting the ninth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot9 = KEY_KEY_9
# Key for selecting the tenth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot10 = KEY_KEY_0
# Key for selecting the 11th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot11 =
# Key for selecting the 12th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot12 =
# Key for selecting the 13th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot13 =
# Key for selecting the 14th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot14 =
# Key for selecting the 15th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot15 =
# Key for selecting the 16th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot16 =
# Key for selecting the 17th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot17 =
# Key for selecting the 18th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot18 =
# Key for selecting the 19th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot19 =
# Key for selecting the 20th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot20 =
# Key for selecting the 21st hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot21 =
# Key for selecting the 22nd hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot22 =
# Key for selecting the 23rd hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot23 =
# Key for selecting the 24th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot24 =
# Key for selecting the 25th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot25 =
# Key for selecting the 26th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot26 =
# Key for selecting the 27th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot27 =
# Key for selecting the 28th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot28 =
# Key for selecting the 29th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot29 =
# Key for selecting the 30th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot30 =
# Key for selecting the 31st hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot31 =
# Key for selecting the 32nd hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot32 =
# Key for toggling the display of the HUD.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_hud = KEY_F1
# Key for toggling the display of chat.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_chat = KEY_F2
# Key for toggling the display of the large chat console.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_console = KEY_F10
# Key for toggling the display of fog.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_force_fog_off = KEY_F3
# Key for toggling the camera update. Only used for development
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_update_camera =
# Key for toggling the display of debug info.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_debug = KEY_F5
# Key for toggling the display of the profiler. Used for development.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_profiler = KEY_F6
# Key for switching between first- and third-person camera.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_camera_mode = KEY_KEY_C
# Key for increasing the viewing range.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_increase_viewing_range_min = +
# Key for decreasing the viewing range.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_decrease_viewing_range_min = -
#
# Graphics
#
## In-Game
### Basic
# Whether name tag backgrounds should be shown by default.
# Mods may still set a background.
# type: bool
# show_nametag_backgrounds = true
# Enable vertex buffer objects.
# This should greatly improve graphics performance.
# type: bool
# enable_vbo = true
# Whether to fog out the end of the visible area.
# type: bool
# enable_fog = true
# Leaves style:
# - Fancy: all faces visible
# - Simple: only outer faces, if defined special_tiles are used
# - Opaque: disable transparency
# type: enum values: fancy, simple, opaque
# leaves_style = fancy
# Connects glass if supported by node.
# type: bool
# connected_glass = false
# Enable smooth lighting with simple ambient occlusion.
# Disable for speed or for different looks.
# type: bool
# smooth_lighting = true
# 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
# Clouds are a client side effect.
# type: bool
# enable_clouds = true
# Use 3D cloud look instead of flat.
# type: bool
# enable_3d_clouds = true
# Method used to highlight selected object.
# type: enum values: box, halo, none
# node_highlighting = box
# Adds particles when digging a node.
# type: bool
# enable_particles = true
### Filtering
# Use mipmapping to scale textures. May slightly increase performance,
# especially when using a high resolution texture pack.
# Gamma correct downscaling is not supported.
# type: bool
# mip_map = false
# Use anisotropic filtering when viewing at textures from an angle.
# type: bool
# anisotropic_filter = false
# Use bilinear filtering when scaling textures.
# type: bool
# bilinear_filter = false
# Use trilinear filtering when scaling textures.
# type: bool
# trilinear_filter = false
# Filtered textures can blend RGB values with fully-transparent neighbors,
# which PNG optimizers usually discard, often resulting in dark or
# light edges to transparent textures. Apply a filter to clean that up
# at texture load time. This is automatically enabled if mipmapping is enabled.
# type: bool
# texture_clean_transparent = false
# When using bilinear/trilinear/anisotropic filters, low-resolution textures
# can be blurred, so automatically upscale them with nearest-neighbor
# interpolation to preserve crisp pixels. This sets the minimum texture size
# for the upscaled textures; higher values look sharper, but require more
# memory. Powers of 2 are recommended. 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
# texture_min_size = 64
# Use multi-sample antialiasing (MSAA) to smooth out block edges.
# This algorithm smooths out the 3D viewport while keeping the image sharp,
# but it doesn't affect the insides of textures
# (which is especially noticeable with transparent textures).
# Visible spaces appear between nodes when shaders are disabled.
# If set to 0, MSAA is disabled.
# A restart is required after changing this option.
# type: enum values: 0, 1, 2, 4, 8, 16
# fsaa = 0
# Undersampling is similar to using a lower screen resolution, but it applies
# to the game world only, keeping the GUI intact.
# It should give a significant performance boost at the cost of less detailed image.
# Higher values result in a less detailed image.
# type: int min: 1 max: 8
# undersampling = 1
### Shaders
# Shaders allow advanced visual effects and may increase performance on some video
# cards.
# This only works with the OpenGL video backend.
# type: bool
# enable_shaders = true
# Path to shader directory. If no path is defined, default location will be used.
# type: path
# shader_path =
#### Tone Mapping
# Enables Hable's 'Uncharted 2' filmic tone mapping.
# Simulates the tone curve of photographic film and how this approximates the
# appearance of high dynamic range images. Mid-range contrast is slightly
# enhanced, highlights and shadows are gradually compressed.
# type: bool
# tone_mapping = false
#### Waving Nodes
# Set to true to enable waving liquids (like water).
# Requires shaders to be enabled.
# type: bool
# enable_waving_water = false
# The maximum height of the surface of waving liquids.
# 4.0 = Wave height is two nodes.
# 0.0 = Wave doesn't move at all.
# Default is 1.0 (1/2 node).
# Requires waving liquids to be enabled.
# type: float min: 0 max: 4
# water_wave_height = 1.0
# Length of liquid waves.
# Requires waving liquids to be enabled.
# type: float min: 0.1
# water_wave_length = 20.0
# How fast liquid waves will move. Higher = faster.
# If negative, liquid waves will move backwards.
# Requires waving liquids to be enabled.
# type: float
# water_wave_speed = 5.0
# Set to true to enable waving leaves.
# Requires shaders to be enabled.
# type: bool
# enable_waving_leaves = false
# Set to true to enable waving plants.
# Requires shaders to be enabled.
# type: bool
# enable_waving_plants = false
#### Dynamic shadows
# Set to true to enable Shadow Mapping.
# Requires shaders to be enabled.
# 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 = 120.0
# 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 = 1024
# 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 amount 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: 10.0
# type: float min: 1 max: 10
# shadow_soft_radius = 1.0
# Set the tilt of Sun/Moon orbit in degrees.
# Value of 0 means no tilt / vertical orbit.
# Minimum value: 0.0; maximum value: 60.0
# type: float min: 0 max: 60
# shadow_sky_body_orbit_tilt = 0.0
### Advanced
# Arm inertia, gives a more realistic movement of
# the arm when the camera moves.
# type: bool
# arm_inertia = true
# If FPS would go higher than this, limit it by sleeping
# to not waste CPU power for no benefit.
# type: int min: 1
# fps_max = 60
# Maximum FPS when the window is not focused, or when the game is paused.
# type: int min: 1
# fps_max_unfocused = 20
# Open the pause menu when the window's focus is lost. Does not pause if a formspec is
# open.
# type: bool
# pause_on_lost_focus = false
# View distance in nodes.
# type: int min: 20 max: 4000
# viewing_range = 190
# Camera 'near clipping plane' distance in nodes, between 0 and 0.25
# Only works on GLES platforms. Most users will not need to change this.
# Increasing can reduce artifacting on weaker GPUs.
# 0.1 = Default, 0.25 = Good value for weaker tablets.
# type: float min: 0 max: 0.25
# near_plane = 0.1
# Width component of the initial window size. Ignored in fullscreen mode.
# type: int min: 1
# screen_w = 1024
# Height component of the initial window size. Ignored in fullscreen mode.
# type: int min: 1
# screen_h = 600
# Save window size automatically when modified.
# type: bool
# autosave_screensize = true
# Fullscreen mode.
# type: bool
# fullscreen = false
# Vertical screen synchronization.
# type: bool
# vsync = false
# Field of view in degrees.
# type: int min: 45 max: 160
# fov = 72
# Alters the light curve by applying 'gamma correction' to it.
# Higher values make middle and lower light levels brighter.
# Value '1.0' leaves the light curve unaltered.
# This only has significant effect on daylight and artificial
# light, it has very little effect on natural night light.
# type: float min: 0.33 max: 3
# display_gamma = 1.0
# Gradient of light curve at minimum light level.
# Controls the contrast of the lowest light levels.
# type: float min: 0 max: 3
# lighting_alpha = 0.0
# Gradient of light curve at maximum light level.
# Controls the contrast of the highest light levels.
# type: float min: 0 max: 3
# lighting_beta = 1.5
# Strength of light curve boost.
# The 3 'boost' parameters define a range of the light
# curve that is boosted in brightness.
# type: float min: 0 max: 0.4
# lighting_boost = 0.2
# Center of light curve boost range.
# Where 0.0 is minimum light level, 1.0 is maximum light level.
# type: float min: 0 max: 1
# lighting_boost_center = 0.5
# Spread of light curve boost range.
# Controls the width of the range to be boosted.
# Standard deviation of the light curve boost Gaussian.
# type: float min: 0 max: 0.4
# lighting_boost_spread = 0.2
# Path to texture directory. All textures are first searched from here.
# type: path
# texture_path =
# The rendering back-end.
# A restart is required after changing this.
# Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
# On other platforms, OpenGL is recommended.
# Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
# type: enum values: opengl, ogles1, ogles2
# video_driver = opengl
# Radius of cloud area stated in number of 64 node cloud squares.
# Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
# type: int
# cloud_radius = 12
# Enable view bobbing and amount of view bobbing.
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
# type: float
# view_bobbing_amount = 1.0
# Multiplier for fall bobbing.
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
# type: float
# fall_bobbing_amount = 0.03
# 3D support.
# Currently supported:
# - none: no 3d output.
# - anaglyph: cyan/magenta color 3d.
# - interlaced: odd/even line based polarisation screen support.
# - topbottom: split screen top/bottom.
# - sidebyside: split screen side by side.
# - crossview: Cross-eyed 3d
# - pageflip: quadbuffer based 3d.
# Note that the interlaced mode requires shaders to be enabled.
# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
# 3d_mode = none
# Strength of 3D mode parallax.
# type: float
# 3d_paralax_strength = 0.025
# In-game chat console height, between 0.1 (10%) and 1.0 (100%).
# type: float min: 0.1 max: 1
# console_height = 0.6
# In-game chat console background color (R,G,B).
# type: string
# console_color = (0,0,0)
# In-game chat console background alpha (opaqueness, between 0 and 255).
# type: int min: 0 max: 255
# console_alpha = 200
# Formspec full-screen background opacity (between 0 and 255).
# type: int min: 0 max: 255
# formspec_fullscreen_bg_opacity = 140
# Formspec full-screen background color (R,G,B).
# type: string
# formspec_fullscreen_bg_color = (0,0,0)
# Formspec default background opacity (between 0 and 255).
# type: int min: 0 max: 255
# formspec_default_bg_opacity = 140
# Formspec default background color (R,G,B).
# type: string
# formspec_default_bg_color = (0,0,0)
# Selection box border color (R,G,B).
# type: string
# selectionbox_color = (0,0,0)
# Width of the selection box lines around nodes.
# type: int min: 1 max: 5
# selectionbox_width = 2
# Crosshair color (R,G,B).
# 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
# Maximum number of recent chat messages to show
# type: int min: 2 max: 20
# recent_chat_messages = 6
# Whether node texture animations should be desynchronized per mapblock.
# type: bool
# desynchronize_mapblock_texture_animation = true
# Maximum proportion of current window to be used for hotbar.
# Useful if there's something to be displayed right or left of hotbar.
# type: float
# hud_hotbar_max_width = 1.0
# Modifies the size of the HUD elements.
# type: float
# hud_scaling = 1.0
# Enables caching of facedir rotated meshes.
# type: bool
# enable_mesh_cache = false
# Delay between mesh updates on the client in ms. Increasing this will slow
# down the rate of mesh updates, thus reducing jitter on slower clients.
# type: int min: 0 max: 50
# mesh_generation_interval = 0
# Size of the MapBlock cache of the mesh generator. Increasing this will
# increase the cache hit %, reducing the data being copied from the main
# thread, thus reducing jitter.
# type: int min: 0 max: 1000
# meshgen_block_cache_size = 20
# Enables minimap.
# type: bool
# enable_minimap = true
# Shape of the minimap. Enabled = round, disabled = square.
# type: bool
# minimap_shape_round = true
# True = 256
# False = 128
# Usable to make minimap smoother on slower machines.
# type: bool
# minimap_double_scan_height = true
# Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
# type: bool
# directional_colored_fog = true
# The strength (darkness) of node ambient-occlusion shading.
# Lower is darker, Higher is lighter. The valid range of values for this
# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
# set to the nearest valid value.
# type: float min: 0.25 max: 4
# ambient_occlusion_gamma = 2.2
# Enables animation of inventory items.
# type: bool
# inventory_items_animations = false
# Fraction of the visible distance at which fog starts to be rendered
# type: float min: 0 max: 0.99
# fog_start = 0.4
# Makes all liquids opaque
# type: bool
# opaque_water = false
# Textures on a node may be aligned either to the node or to the world.
# The former mode suits better things like machines, furniture, etc., while
# the latter makes stairs and microblocks fit surroundings better.
# However, as this possibility is new, thus may not be used by older servers,
# this option allows enforcing it for certain node types. Note though that
# that is considered EXPERIMENTAL and may not work properly.
# type: enum values: disable, enable, force_solid, force_nodebox
# world_aligned_mode = enable
# World-aligned textures may be scaled to span several nodes. However,
# the server may not send the scale you want, especially if you use
# a specially-designed texture pack; with this option, the client tries
# to determine the scale automatically basing on the texture size.
# See also texture_min_size.
# Warning: This option is EXPERIMENTAL!
# type: enum values: disable, enable, force
# autoscale_mode = disable