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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/
#
# Client
#
## 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
# Unobstructed movement without physics, downwards key is keymap_special1.
# type: bool
# free_move = false
# Fast movement (keymap_special1).
# type: bool
# fast_move = false
# Smooths camera when moving and looking arround.
# Useful for recording videos.
# type: bool
# cinematic = false
# Smooths rotation of camera. 0 to disable.
# type: float min: 0.0 max: 0.99
# camera_smoothing = 0.0
# Smooths rotation of camera in cinematic mode. 0 to disable.
# type: float min: 0.0 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, keymap_special1 instead of keymap_sneak 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 false aux1 is used to fly fast.
# type: bool
# always_fly_fast = true
# The time in seconds it takes between repeated right clicks when holding the right mouse button.
# type: float
# repeat_rightclick_time = 0.25
# Enable random user input, for testing.
# type: bool
# random_input = false
# Continuous forward movement (for testing).
# type: bool
# continuous_forward = false
## Network
# Address to connect to (blank = start local server).
# type: string
# address =
# Port to connect to (UDP).
# type: int
# remote_port = 30000
# Save the map received by the client on disk.
# type: bool
# enable_local_map_saving = false
# Enable usage of remote media server (if provided by server).
# type: bool
# enable_remote_media_server = true
# URL to the server list displayed in the Multiplayer Tab.
# type: string
# serverlist_url = servers.minetest.net
# File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab.
# type: string
# serverlist_file = favoriteservers.txt
## Graphics
### In-Game
# Minimum wanted FPS.
# The amount of rendered stuff is dynamically set according to this.
# type: int
# wanted_fps = 30
# If FPS would go higher than this, limit it by sleeping.
# to not waste CPU power for no benefit.
# type: int
# fps_max = 60
# Maximum FPS when game is paused.
# type: int
# pause_fps_max = 20
# The allowed adjustment range for the automatic rendering range adjustment.
# type: int
# viewing_range_nodes_max = 160
# The allowed adjustment range for the automatic rendering range adjustment.
# type: int
# viewing_range_nodes_min = 35
# Vertical initial window size.
# type: int
# screenW = 800
# Horizontal initial window size.
# type: int
# screenH = 600
# Fullscreen mode.
# type: bool
# fullscreen = false
# type: int
# fullscreen_bpp = 24
# Experimental option, might cause visible spaces between blocks
# when set to higher number than 0.
# type: enum values: 0, 1, 2, 4, 8, 16
# fsaa = 0
# Vertical screen synchronization.
# type: bool
# vsync = false
# Field of view in degrees.
# type: int min: 30 max: 160
# fov = 72
# Whether to fog out the end of the visible area.
# type: bool
# enable_fog = true
# Enable a bit lower water surface; disable for speed (not quite optimized).
# type: bool
# new_style_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
# Adjust the gamma encoding for the light tables. Lower numbers are brighter.
# This setting is for the client only and is ignored by the server.
# type: float min: 1.0 max: 3.0
# display_gamma = 1.8
# Path to texture directory. All textures are first searched from here.
# type: path
# texture_path =
# Video back-end.
# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl.
# type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl
# video_driver = opengl
# Enable/disable clouds.
# type: bool
# enable_clouds = true
# Height on which clouds are appearing.
# type: int
# cloud_height = 120
# 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
# Use 3D cloud look instead of flat.
# type: bool
# enable_3d_clouds = true
# Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double).
# type: float
# view_bobbing_amount = 1.0
# Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double).
# type: float
# fall_bobbing_amount = 0.0
# 3D support.
# Currently:
# - "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.
# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside
# 3d_mode = none
# In-game chat console background color (R,G,B).
# TODO: struct
# 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
# Selection box border color (R,G,B).
# TODO: struct
# type: string
# selectionbox_color = (0,0,0)
# Width of the selectionbox's lines.
# type: int min: 1 max: 5
# selectionbox_width = 2
# Crosshair color (R,G,B).
# TODO: struct
# type: string
# crosshair_color = (255,255,255)
# Cross alpha (opaqueness, between 0 and 255).
# type: int min: 0 max: 255
# crosshair_alpha = 255
# Path for screenshots.
# type: path
# screenshot_path =
# 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
# Enable selection highlighting for nodes (disables selectionbox).
# type: bool
# enable_node_highlighting = false
# type: bool
# mip_map = false
# type: bool
# anisotropic_filter = false
# type: bool
# bilinear_filter = false
# type: bool
# trilinear_filter = false
# Filtered textures can blend RGB values with fully-transparent neighbors,
# which PNG optimizers usually discard, sometimes resulting in a dark or
# light edge to transparent textures. Apply this filter to clean that up
# at texture load time.
# type: bool
# texture_clean_transparent = false
# When using bilinear/trilinear/anisotropic filters, low-resolution textures
# can be blurred, so automatically upscale them with nearest-neighbor
# interpolation to preserve crisp pixels. This sets the minimum texture size
# for the upscaled textures; higher values look sharper, but require more
# memory. Powers of 2 are recommended. Setting this higher than 1 may not
# have a visible effect unless bilinear/trilinear/anisotropic filtering is
# enabled.
# type: int
# texture_min_size = 64
# Set to true to pre-generate all item visuals.
# type: bool
# preload_item_visuals = false
# Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
# type: bool
# enable_shaders = true
# Set to true to enable textures bumpmapping. Requires shaders enabled.
# type: bool
# enable_bumpmapping = false
# Set to true enables on the fly normalmap generation (Emboss effect).
# Requires bumpmapping enabled.
# type: bool
# generate_normalmaps = false
# Strength of generated normalmaps.
# type: float
# normalmaps_strength = 0.6
# Defines sampling step of texture (0 - 2).
# A higher value results in smoother normal maps.
# type: int min: 0 max: 2
# normalmaps_smooth = 0
# Set to true enables parallax occlusion mapping. Requires shaders enabled.
# type: bool
# enable_parallax_occlusion = false
# 0 = parallax occlusion with slope information (faster).
# 1 = relief mapping (slower, more accurate).
# type: int min: 0 max: 1
# parallax_occlusion_mode = 1
# Strength of parallax.
# type: float
# 3d_parallax_strength = 0.025
# Number of parallax occlusion iterations.
# type: int
# parallax_occlusion_iterations = 4
# Overall scale of parallax occlusion effect.
# type: float
# parallax_occlusion_scale = 0.08
# Overall bias of parallax occlusion effect, usually scale/2.
# type: float
# parallax_occlusion_bias = 0.04
# Set to true enables waving water. Requires shaders enabled.
# type: bool
# enable_waving_water = false
# type: float
# water_wave_height = 1.0
# type: float
# water_wave_length = 20.0
# type: float
# water_wave_speed = 5.0
# Set to true enables waving leaves. Requires shaders enabled.
# type: bool
# enable_waving_leaves = false
# Set to true enables waving plants. Requires shaders enabled.
# type: bool
# enable_waving_plants = false
# 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: 4.0
# ambient_occlusion_gamma = 2.2
# Enables caching of facedir rotated meshes.
# type: bool
# enable_mesh_cache = false
# Enables minimap.
# type: bool
# enable_minimap = true
# Shape of the minimap. Enabled = round, disabled = square.
# type: bool
# minimap_shape_round = true
# True = 256
# False = 128
# Useable to make minimap smoother on slower machines.
# type: bool
# minimap_double_scan_height = true
# Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
# type: bool
# directional_colored_fog = true
### Menus
# Use a cloud animation for the main menu background.
# type: bool
# menu_clouds = true
# Scale gui by a user specified value.
# Use a nearest-neighbor-anti-alias filter to scale the GUI.
# This will smooth over some of the rough edges, and blend
# pixels when scaling down, at the cost of blurring some
# edge pixels when images are scaled by non-integer sizes.
# type: float
# gui_scaling = 1.0
# When gui_scaling_filter is true, all GUI images need to be
# filtered in software, but some images are generated directly
# to hardware (e.g. render-to-texture for nodes in inventory).
# type: bool
# gui_scaling_filter = false
# When gui_scaling_filter_txr2img is true, copy those images
# from hardware to software for scaling. When false, fall back
# to the old scaling method, for video drivers that don't
# propery support downloading textures back from hardware.
# type: bool
# gui_scaling_filter_txr2img = true
# Delay showing tooltips, stated in milliseconds.
# type: int
# tooltip_show_delay = 400
# Whether freetype fonts are used, requires freetype support to be compiled in.
# type: bool
# freetype = true
# Path to TrueTypeFont or bitmap.
# type: path
# font_path = fonts/liberationsans.ttf
# Font size.
# type: int
# font_size = 15
# Font shadow offset, if 0 then shadow will not be drawn.
# type: int
# font_shadow = 1
# Font shadow alpha (opaqueness, between 0 and 255).
# type: int min: 0 max: 255
# font_shadow_alpha = 128
# type: path
# mono_font_path = fonts/liberationmono.ttf
# type: int
# mono_font_size = 15
# This font will be used for certain languages.
# type: path
# fallback_font_path = fonts/DroidSansFallbackFull.ttf
# type: int
# fallback_font_size = 15
# type: int
# fallback_font_shadow = 1
# type: int min: 0 max: 255
# fallback_font_shadow_alpha = 128
### Advanced
# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
# type: int
# screen_dpi = 72
## Sound
# type: bool
# enable_sound = true
# type: float min: 0.0 max: 1.0
# sound_volume = 0.7
## Advanced
# Timeout for client to remove unused map data from memory.
# type: int
# client_unload_unused_data_timeout = 600
# Maximum number of mapblocks for client to be kept in memory.
# Set to -1 for unlimited amount.
# type: int
# client_mapblock_limit = 5000
# Whether to show the client debug info (has the same effect as hitting F5).
# type: bool
# show_debug = false
#
# Server / Singleplayer
#
# Name of the server.
# type: string
# server_name = Minetest server
# Description of server.
# type: string
# server_description = mine here
# Domain name of server.
# type: string
# server_address = game.minetest.net
# Homepage of server.
# type: string
# server_url = http://minetest.net
# Automaticaly report to masterserver.
# type: bool
# server_announce = false
# Announce to this masterserver.
# If you want to announce your ipv6 address - use serverlist_url = v6.servers.minetest.net.
# type: string
# serverlist_url = servers.minetest.net
## Network
# Network port to listen (UDP).
# type: int
# port = 30000
# The network interface that the server listens on.
# type: string
# bind_address =
# Set to true to disallow old clients from connecting.
# 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 would be fetched the usual way.
# type: string
# remote_media =
# Enable/disable running an IPv6 server. An IPv6 server may be restricted
# to IPv6 clients, depending on system configuration.
# Ignored if bind_address is set.
# type: bool
# ipv6_server = false
### Advanced
# How many blocks are flying in the wire simultaneously per client.
# type: int
# max_simultaneous_block_sends_per_client = 10
# How many blocks are flying in the wire simultaneously per server.
# type: int
# max_simultaneous_block_sends_server_total = 40
# To reduce lag, block transfers are slowed down when a player is building something.
# This determines how long they are slowed down after placing or removing a node.
# type: float
# full_block_send_enable_min_time_from_building = 2.0
# Maximum number of packets sent per send step, if you have a slow connection
# try reducing it, but don't reduce it to a number below double of targeted
# client number.
# type: int
# max_packets_per_iteration = 1024
## Game
# Default game (default when creating a new world).
# type: string
# default_game = minetest
# Message of the Day.
# type: string
# motd = Welcome to this awesome Minetest server!
# Maximum number of players connected simultaneously.
# type: int
# max_users = 15
# World directory (everything in the world is stored here).
# type: path
# map-dir =
# Time in seconds for item entity to live.
# Setting it to -1 disables the feature.
# type: int
# item_entity_ttl = 900
# Set to true to enable creative mode (unlimited inventory).
# type: bool
# creative_mode = false
# Enable players getting damage and dying.
# type: bool
# enable_damage = false
# A chosen map seed for a new map, leave empty for random.
# type: string
# fixed_map_seed =
# Gives some stuff to players at the beginning.
# type: bool
# give_initial_stuff = false
# New users need to input this password.
# type: string
# default_password =
# Available privileges: interact, shout, teleport, settime, privs, ...
# See /privs in game for a full list on your server and mod configuration.
# TODO: list?
# type: string
# default_privs = interact, shout
# Whether players are shown to clients without any range limit.
# Deprecated, use the setting player_transfer_distance instead.
# type: bool
# unlimited_player_transfer_distance = true
# Defines the maximal player transfer distance in blocks (0 = unlimited).
# type: int
# player_transfer_distance = 0
# Whether to enable players killing each other.
# type: bool
# enable_pvp = true
# If this is set, players will always (re)spawn at the given position.
# TODO: struct
# type: string
# static_spawnpoint = 0, 10, 0
# If true, new players cannot join with an empty password.
# type: bool
# disallow_empty_password = false
# If true, disable cheat prevention in multiplayer.
# type: bool
# disable_anticheat = false
# If true, actions are recorded for rollback.
# This option is only read when server starts.
# type: bool
# enable_rollback_recording = false
# A message to be displayed to all clients when the server shuts down.
# type: string
# kick_msg_shutdown = Server shutting down.
# A message to be displayed to all clients when the server crashes.
# type: string
# kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
# Whether to ask clients to reconnect after a (Lua) crash.
# Set this to true if your server is set up to restart automatically.
# type: bool
# ask_reconnect_on_crash = false
# From how far client knows about objects.
# type: int
# active_object_send_range_blocks = 3
# How large area of blocks are subject to the active block stuff.
# Active = objects are loaded and ABMs run.
# type: int
# active_block_range = 2
# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
# type: int
# max_block_send_distance = 10
# Maximum number of forceloaded blocks.
# type: int
# max_forceloaded_blocks = 16
# Interval of sending time of day to clients.
# type: int
# time_send_interval = 5
# Controls length of day/night cycle.
# 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged.
# type: int
# time_speed = 72
# Interval of saving important changes in the world, stated in seconds.
# type: float
# server_map_save_interval = 5.3
### Physics
# type: float
# movement_acceleration_default = 3
# type: float
# movement_acceleration_air = 2
# type: float
# movement_acceleration_fast = 10
# type: float
# movement_speed_walk = 4
# type: float
# movement_speed_crouch = 1.35
# type: float
# movement_speed_fast = 20
# type: float
# movement_speed_climb = 2
# type: float
# movement_speed_jump = 6.5
# type: float
# movement_speed_descend = 6
# type: float
# movement_liquid_fluidity = 1
# type: float
# movement_liquid_fluidity_smooth = 0.5
# type: float
# movement_liquid_sink = 10
# type: float
# movement_gravity = 9.81
### Advanced
# Handling for deprecated lua api calls:
# - "legacy" = (try to) mimic old behaviour (default for release).
# - "log" = mimic and log backtrace of deprecated call (default for debug).
# - "error" = abort on usage of deprecated call (suggested for mod developers).
# type: enum values: legacy, log, error
# deprecated_lua_api_handling = legacy
# Mod profiler.
# type: bool
# mod_profiling = false
# Detailed mod profile data.
# type: bool
# detailed_profiling = false
# Profiler data print interval. 0 = disable.
# type: int
# profiler_print_interval = 0
# Number of extra blocks that can be loaded by /clearobjects at once.
# This is a trade-off between sqlite transaction overhead and
# memory consumption (4096=100MB, as a rule of thumb).
# type: int
# max_clearobjects_extra_loaded_blocks = 4096
# How much the server will wait before unloading unused MapBlocks.
# Higher value is smoother, but will use more RAM.
# type: int
# server_unload_unused_data_timeout = 29
# Maximum number of statically stored objects in a block.
# type: int
# max_objects_per_block = 49
# http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
# type: int min: 0 max: 2
# sqlite_synchronous = 2
# Length of a server tick and the interval at which objects are generally updated over network.
# type: float
# dedicated_server_step = 0.1
# Can be set to true to disable shutting down on invalid world data.
# type: bool
# ignore_world_load_errors = false
# Max liquids processed per step.
# type: int
# liquid_loop_max = 100000
# The time (in seconds) that the liquids queue may grow beyond processing
# capacity until an attempt is made to decrease its size by dumping old queue
# items. A value of 0 disables the functionality.
# type: int
# liquid_queue_purge_time = 0
# Liquid update interval in seconds.
# type: float
# liquid_update = 1.0
## Mapgen
# Name of map generator to be used when creating a new world.
# Currently supported: v5, v6, v7, singlenode.
# type: enum values: v5, v6, v7, singlenode
# mg_name = v6
# Water surface level of map
# type: int
# water_level = 1
# From how far blocks are generated for clients, stated in mapblocks (16 nodes).
# type: int
# max_block_generate_distance = 6
# Where the map generator stops.
# Please note:
# * Limited to 31000 (setting above has no effect)
# * The map generator works in groups of 80x80x80 nodes (5x5x5 MapBlocks).
# * Those groups have an offset of -32, -32 nodes from the origin.
# * Only groups which are within the map_generation_limit are generated
# type: int min: 0 max: 31000
# map_generation_limit = 31000
# Global map generation attributes.
# Currently supported: trees, caves, flat, dungeons, light.
# Flags that are not specified in the flag string are not modified from the default.
# To explicitly turn off a flag, prepend "no" to the beginning, e.g. nolight.
# 'trees' and 'flat' flags only have effect in mgv6.
# TODO: flags?
# type: string
# mg_flags = trees, caves, dungeons, light
### Advanced
# Size of chunks to be generated, stated in mapblocks (16 nodes).
# type: int
# chunksize = 5
# Dump the mapgen debug infos.
# type: bool
# enable_mapgen_debug_info = false
# Maximum number of blocks that can be queued for loading.
# type: int
# emergequeue_limit_total = 256
# Maximum number of blocks to be queued that are to be loaded from file.
# Set to blank for an appropriate amount to be chosen automatically.
# type: int
# emergequeue_limit_diskonly = 32
# Maximum number of blocks to be queued that are to be generated.
# Set to blank for an appropriate amount to be chosen automatically.
# type: int
# emergequeue_limit_generate = 32
# Number of emerge threads to use. Make this field blank, or increase this number
# to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly
# at the cost of slightly buggy caves.
# type: int
# num_emerge_threads = 1
# Noise parameters for biome API temperature, humidity and biome blend.
# TODO: struct or noise?
# type: string
# mg_biome_np_heat = 50, 50, (750, 750, 750), 5349, 3, 0.5, 2.0
# TODO: struct or noise?
# type: string
# mg_biome_np_heat_blend = 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0
# TODO: struct or noise?
# type: string
# mg_biome_np_humidity = 50, 50, (750, 750, 750), 842, 3, 0.5, 2.0
# TODO: struct or noise?
# type: string
# mg_biome_np_humidity_blend = 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0
#### Mapgen v5
# TODO: struct or noise?
# type: string
# mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0
# TODO: struct or noise?
# type: string
# mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0
# TODO: struct or noise?
# type: string
# mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0
# TODO: struct or noise?
# type: string
# mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0
# TODO: struct or noise?
# type: string
# mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0
#### Mapgen v6
# Map generation attributes specific to Mapgen V6.
# Currently supported: jungles, biomeblend, mudflow, snowbiomes.
# When snowbiomes are enabled jungles are enabled and the jungles flag is ignored.
# TODO: flags?
# type: string
# mgv6_spflags = jungles, biomeblend, mudflow, snowbiomes
# Controls size of deserts and beaches in Mapgen V6.
# When snowbiomes are enabled 'mgv6_freq_desert' is ignored.
# type: float
# mgv6_freq_desert = 0.45
# type: float
# mgv6_freq_beach = 0.15
# Perlin noise attributes for different map generation parameters.
# Noise parameters can be specified as a set of positional values:
# Offset, scale, (spread factors), seed offset, number of octaves, persistence, lacunarity.
# For example:
# TODO: struct or noise?
# type: string
# mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
# TODO: struct or noise?
# type: string
# mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
# TODO: struct or noise?
# type: string
# mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0
# TODO: struct or noise?
# type: string
# mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0
# TODO: struct or noise?
# type: string
# mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0
# TODO: struct or noise?
# type: string
# mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0
# TODO: struct or noise?
# type: string
# mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0
# TODO: struct or noise?
# type: string
# mgv6_np_biome = 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0
# TODO: struct or noise?
# type: string
# mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0
# TODO: struct or noise?
# type: string
# mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0
# TODO: struct or noise?
# type: string
# mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0
# TODO: struct or noise?
# type: string
# mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0
#### Mapgen v7
# Map generation attributes specific to Mapgen V7.
# Currently supported: mountains, ridges.
# 'ridges' are the rivers.
# TODO: flags?
# type: string
# mgv7_spflags = mountains, ridges
# TODO: struct or noise?
# type: string
# mgv7_np_terrain_base = 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0
# TODO: struct or noise?
# type: string
# mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0
# TODO: struct or noise?
# type: string
# mgv7_np_terrain_persist = 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0
# TODO: struct or noise?
# type: string
# mgv7_np_height_select = -12, 24, (500, 500, 500), 4213, 6, 0.7, 2.0
# TODO: struct or noise?
# type: string
# mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0
# TODO: struct or noise?
# type: string
# mgv7_np_mount_height = 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0
# TODO: struct or noise?
# type: string
# mgv7_np_ridge_uwater = 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0
# TODO: struct or noise?
# type: string
# mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
# TODO: struct or noise?
# type: string
# mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
# TODO: struct or noise?
# type: string
# mgv7_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
# TODO: struct or noise?
# type: string
# mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
## Security
# Prevent mods from doing insecure things like running shell commands.
# type: bool
# secure.enable_security = false
# Comma-separated list of trusted mods that are allowed to access insecure
# functions even when mod security is on (via request_insecure_environment()).
# TODO: list?
# type: string
# secure.trusted_mods =
#
# Client and Server
#
# Name of the player.
# When running a server, clients connecting with this name are admins.
# type: string
# name =
# Override language. When no value is provided (default) system language is used.
# Check "locale" directory for the list of available translations.
# type: string
# language =
# Level of logging to be written to debug.txt:
# - <nothing> (no logging)
# - none (messages with no level)
# - error
# - warning
# - action
# - info
# - verbose
# type: enum values: warning, action, info, verbose
# debug_log_level = action
# IPv6 support.
# type: bool
# enable_ipv6 = true
## Advanced
# Default timeout for cURL, stated in milliseconds.
# Only has an effect if compiled with cURL.
# type: int
# curl_timeout = 5000
# Limits number of parallel HTTP requests. Affects:
# - Media fetch if server uses remote_media setting.
# - Serverlist download and server announcement.
# - Downloads performed by main menu (e.g. mod manager).
# Only has an effect if compiled with cURL.
# type: int
# curl_parallel_limit = 8
# Maximum time in ms a file download (e.g. a mod download) may take
# type: int
# curl_file_download_timeout = 300000
# Makes DirectX work with LuaJIT. Disable if it causes troubles.
# type: bool
# high_precision_fpu = true
# type: string
# main_menu_script =
# type: int
# main_menu_game_mgr = 0
# type: int
# main_menu_mod_mgr = 1
# type: string
# modstore_download_url = https://forum.minetest.net/media/
# type: string
# modstore_listmods_url = https://forum.minetest.net/mmdb/mods/
# type: string
# modstore_details_url = https://forum.minetest.net/mmdb/mod/*/
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