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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:
# 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 Change Keys.
# 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
# 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
## 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
## Touchscreen
# The length in pixels it takes for touch screen interaction to start.
# type: int min: 0 max: 100
# touchscreen_threshold = 20
# 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
# (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
#
# 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
### Graphics Effects
# Makes all liquids opaque
# type: bool
# opaque_water = false
# 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
# Adds particles when digging a node.
# type: bool
# enable_particles = true
### 3d
# 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
# 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
### Filtering and Antialiasing
# 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 min: 1 max: 32768
# 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
### 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
## 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
### Waving Nodes
# 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
# 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
### 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 = 200.0
# 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 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: 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 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
### Bloom
# Set to true to enable bloom effect.
# Bright colors will bleed over the neighboring objects.
# type: bool
# enable_bloom = 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
# Defines how much bloom is applied to the rendered image
# Smaller values make bloom more subtle
# Range: from 0.01 to 1.0, default: 0.05
# type: float min: 0.01 max: 1
# bloom_intensity = 0.05
# Defines the magnitude of bloom overexposure.
# Range: from 0.1 to 10.0, default: 1.0
# type: float min: 0.1 max: 10
# bloom_strength_factor = 1.0
# Logical value that controls how far the bloom effect spreads
# from the bright objects.
# Range: from 0.1 to 8, default: 1
# type: float min: 0.1 max: 8
# bloom_radius = 1
## Audio
# Volume of all sounds.
# Requires the sound system to be enabled.
# type: float min: 0 max: 1
# sound_volume = 0.8
# 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. Leave empty to use the system language.
# 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 =
### GUIs
# 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 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
### 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
# 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
# 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
# Comma-separated list of flags to hide in the content repository.
# "nonfree" can be used to hide packages which do not qualify as 'free software',
# as defined by the Free Software Foundation.
# You can also specify content ratings.
# These flags are independent from Minetest versions,
# so see a full list at https://content.minetest.net/help/content_flags/
# type: string
# contentdb_flag_blacklist = nonfree, desktop_default
# 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 Minetest release
# 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 =
### Serverlist and MOTD
# Name of the server, to be displayed when players join and in the serverlist.
# type: string
# server_name = Minetest server
# Description of server, to be displayed when players join and in the serverlist.
# type: string
# server_description = mine here
# Domain name of server, to be displayed in the serverlist.
# type: string
# server_address = game.minetest.net
# Homepage of server, to be displayed in the serverlist.
# type: string
# server_url = https://minetest.net
# Automatically report to the serverlist.
# type: bool
# server_announce = false
# Announce to this serverlist.
# type: string
# serverlist_url = servers.minetest.net
# Message of the day displayed to players connecting.
# type: string
# motd =
# Maximum number of players that can be connected simultaneously.
# type: int min: 0 max: 65535
# max_users = 15
# 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
# 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 = false
## 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 = false
# The privileges that new users automatically get.
# See /privs in game for a full list on your server and mod configuration.
# type: string
# default_privs = interact, shout
# Privileges that players with basic_privs can grant
# type: string
# basic_privs = interact, shout
# If enabled, disable cheat prevention in multiplayer.
# type: bool
# disable_anticheat = false
# If enabled, actions are recorded for rollback.
# This option is only read when server starts.
# type: bool
# enable_rollback_recording = false
### 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
# Amount 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 =
# 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, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
# mg_flags = caves,dungeons,light,decorations,biomes,ores
## Biome API noise parameters
# Temperature variation for biomes.
# type: noise_params_2d
# mg_biome_np_heat = {
# offset = 50,
# scale = 50,
# spread = (1000, 1000, 1000),
# seed = 5349,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
# Small-scale temperature variation for blending biomes on borders.
# type: noise_params_2d
# mg_biome_np_heat_blend = {
# offset = 0,
# scale = 1.5,
# spread = (8, 8, 8),
# seed = 13,
# octaves = 2,
# persistence = 1.0,
# lacunarity = 2.0,
# flags = eased
# }
# Humidity variation for biomes.
# type: noise_params_2d
# mg_biome_np_humidity = {
# offset = 50,
# scale = 50,
# spread = (1000, 1000, 1000),
# seed = 842,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
# Small-scale humidity variation for blending biomes on borders.
# type: noise_params_2d
# mg_biome_np_humidity_blend = {
# offset = 0,
# scale = 1.5,
# spread = (8, 8, 8),
# seed = 90003,