game-antum/settingtypes.txt

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# This file contains settings of Antum game that can be changed in
# minetest.conf
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# ---------------------------------------------------------------------------------
### MINETEST_GAME
[Minetest Game]
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# In creative mode players are able to dig all kind of blocks nearly
# instantly, and have access to unlimited resources.
# Some of the functionality is only available if this setting is present
# at startup.
creative_mode (Creative mode) bool false
# Flammable nodes will be ignited by nearby igniters. Spreading fire may
# cause severe destruction.
# Spreading fire nodes will disappear when fire is disabled, but
# 'permanent_flame' nodes are unaffected.
enable_fire (Fire) bool true
# Enable flame sound.
flame_sound (Flame sound) bool true
# Enable lavacooling.
enable_lavacooling (Lavacooling) bool true
# If enabled, steel tools, torches and cobblestone will be given to new
# players.
give_initial_stuff (Give initial items) bool false
# If enabled, players respawn at the bed they last lay on instead of normal
# spawn.
# This setting is only read at startup.
enable_bed_respawn (Respawn at bed) bool true
# If enabled, the night can be skipped if more than half of the players are
# in beds.
enable_bed_night_skip (Skip night when sleeping) bool true
# When TNT explodes, it destroys nearby nodes and damages nearby players.
# This setting is disabled by default on servers.
enable_tnt (TNT) bool true
# The radius in which nodes will be destroyed by a TNT explosion.
tnt_radius (TNT radius) int 3 0
# The time in seconds after which the bones of a dead player can be looted
# by everyone.
# Setting this to 0 will disable sharing of bones completely.
share_bones_time (Bone share time) int 1200 0
# Replaces old stairs with new ones. Only required for older worlds.
enable_stairs_replace_abm (Replace old stairs) bool false
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# Tools & weapons will wear down & break when used for digging, chopping, etc.
enable_tool_wear (Tools wear & break on use) bool true
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# ---------------------------------------------------------------------------------
### GENERAL
[General]
[*Mobiles (Mobs)]
# Announce to all players when & where a mob is spawned.
display_mob_spawn (Announce spawn) bool false
# Display blood spatter during battle.
mobs_enable_blood (Enable blood) bool false
mobs_spawn_protected (Spawn protected) int 0
# Only spawn mobs that don't attack players.
only_peaceful_mobs (Peaceful only) bool false
remove_far_mobs (Remove far mobs) bool false
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# ---------------------------------------------------------------------------------
### ANTUM
[Mods]
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[*Chat]
[**chatlog]
# Whether month is displayed before day in timestamp (E.g. 'dd/mm/yyyy' vs. 'mm/dd/yy').
chatlog.monthfirst (Timestamp shows month before day) bool true
[*Equipment]
[**airtanks]
airtanks_steel_uses (Number of uses for a steel air tank) int 30 2 1000
airtanks_copper_uses (Number of uses for a copper air tank) int 10 2 1000
airtanks_bronze_uses (Number of uses for a bronze air tank) int 20 2 1000
airtanks_wear_in_creative (Air tanks wear out in creative mode) bool true
[**slingshot]
# Require rubber band as additional ingredient in slingshot craft recipes.
slingshot.require_rubber_band (Require rubber band in craft recipe) bool true
[*Mobiles]
[**sneeker]
# Logs debug output.
sneeker.debug (Log debug output) bool false
# Sets maximum number of spawns that can exist in world.
sneeker.spawn_cap (Maximum spawns) int 10
# Sets possibility for spawn.
sneeker.spawn_chance (Spawn chance) int 1000
# Sets frequency of spawn chance.
# Default 2400 is equivalent to 2 minutes (60 * 4).
sneeker.spawn_interval (Spawn interval) int 2400
# Sets the maximum light that a node can have for spawn to occur.
sneeker.spawn_maxlight (Max node light for spawn) int 5
[*Player Visuals]
[**playeranim]
# Version of player model.
# Some fixes and improvements were made to the default player model (character.b3d)
# end of november 2016. These changes affect the way body parts are attached and
# positioned. For correct results, the version of the player model must be known.
#
# Player models known / supported by this mod:
# . -- default_character_v1; used in:
# . -- minetest_game before 25 nov 2016
# . -- 3d_armor before 27 nov 2016 (overrides model from minetest_game)
# . -- default_character_v2; used in:
# . -- minetest_game after 25 nov 2016
# . -- 3d_armor after 27 nov 2016 (overrides model from minetest_game)
player_model_version (Version of player model) enum default_character_v2 default_character_v1,default_character_v2
[*Spawning]
[**spawneggs]
spawneggs.egg_interval (Spawn interval) int 600
spawneggs.egg_chance (Spawn chance) int 3000
spawneggs.grass_interval (Grass interval) int 600
spawneggs.grass_chance (Grass chance) int 3000
# Allow eggs to spawn randomly in the world.
spawneggs.enable_node_spawn (Enable node spawn) bool true
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[*UI]
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[**hbarmor]
#If true, automatically hides the armor HUD bar when the player wears no
#armor. Otherwise, the armor bar shows “0%”.
hbarmor_autohide (Automatically hide armor HUD bar) bool true
#Time difference in seconds between updates to the armor HUD bar.
#Increase this number for slow servers.
hbarmor_tick (Armor HUD bar update frequency) float 0.1 0.0 4.0
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[**hudbars]
[***Appearance]
# Specifies how the value indicators (i.e. health, breah, etc.) look. There are 3 styles
# available. You can choose between the default progress-bar-like bars and the good
# old statbars like you know from vanilla Minetest.
# These values are possible:
# - progress_bar: A horizontal progress-bar-like bar with a label, showing numerical value
# (current, maximum), and an icon. These bars usually convey the most
# information. This is the default and recommended value.
# - statbar_classic: Classic statbar, like in vanilla Minetest. Made out of up to 20
# half-symbols. Those bars represent the vague ratio between
# the current value and the maximum value. 1 half-symbol stands for
# approximately 5% of the maximum value.
# - statbar_modern: Like the classic statbar, but also supports background images, this
# kind of statbar may be considered to be more user-friendly than the
# classic statbar. This bar type closely resembles the mod
# “Better HUD” [hud] by BlockMen.
hudbars_bar_type (HUD bars style) enum progress_bar progress_bar,statbar_classic,statbar_modern
# If enabled (default), the breath indicators in the HUD will be automatically hidden shortly
# after the breath has been filled up. Otherwise, the breath will always be displayed.
hudbars_autohide_breath (Automatically hide breath indicators) bool true
# This setting changes the way the HUD bars are ordered on the display. You can choose
# between a zig-zag pattern (default) or a vertically stacked pattern.
# The following values are allowed:
# - zigzag: Starting from the left bottom, the next is right from the first,
# the next is above the first, the next is right of the third, etc.
# - stack_up: The HUD bars are stacked vertically, going upwards.
# - stack_down: The HUD bars are stacked vertically, going downwards.
hudbars_alignment_pattern (HUD bars alignment pattern) enum zigzag zigzag,stack_up,stack_down
# This setting allows you to specify the order of the HUD bars explicitly. If left empty
# (the default), the health and breath indicators come first, additional indicators
# may appear in any order. This setting is quite technical and normal users probably do not
# need to worry about it.
#
# Syntax:
# The setting has to be specified as a comma-seperated list of key=value pairs, where a key
# refers to the identifier of a HUD bar and the value refers to the slot number of where the
# HUD bar should be placed. The slot number must be an integer greater of equal to 0. Where
# the HUD bars will be displayed exactly depends on the alignment pattern being used.
# All HUD bars to which no order value has been applied will fill in all slots which have
# not been occupied by the HUD bars specified in this setting, the slots will be filled in
# from the lowest slot number.
# Note that the order of those remaining HUD bars is not fixed, it basically just boils
# down on which mod “came” first. Don't worry, the mod will still work perfectly fine, this
# setting is entirely optional.
# The identifier for the health bar is “health” and the identifier for the breath bar is
# “breath”. For other HUD bars, you have to learn it from the mod which is supplying them.
#
# Be careful not to use slot indices twice, or else different HUD bars will be drawn over
# each other!
#
# Example: “breath=0, health=1”
# This makes the breath bar first and the health bar second, which is the opposite order
# of the default one.
hudbars_sorting (HUD bars order) string
[***Positions and offsets]
# Horizontal (x) main position of the HUD bars over the entire screen.
# 0.0 is left-most, 1.0 is right-most.
# For the zig-zag alignment pattern, this is for the left HUD bars.
hudbars_pos_left_x (Left HUD bar screen x position) float 0.5 0.0 1.0
# Vertical (y) main position of the HUD bars over the entire screen.
# 0.0 is top, 1.0 is bottom.
# For the zig-zag alignment pattern, this is for the left HUD bars.
hudbars_pos_left_y (Left HUD bar screen y position) float 1.0 0.0 1.0
# Horizontal (x) main position of the right HUD bars over the entire screen.
# 0.0 is left-most, 1.0 is right-most.
# Only used for the zig-zag alignment pattern.
hudbars_pos_right_x (Right HUD bar screen x position) float 0.5 0.0 1.0
# Vertical main position (y) of the right HUD bars over the entire screen.
# 0.0 is top, 1.0 is bottom.
# Only used for the zig-zag alignment pattern.
hudbars_pos_right_y (Right HUD bar screen y position) float 1.0 0.0 1.0
# Precise x offset in pixels from the basic screen x position of the HUD bars.
# For the zig-zag alignment pattern, this is for the left HUD bars.
# This setting is used for the progress bar HUD bar style.
hudbars_start_offset_left_x (Left HUD bar x offset) int -175
# Precise y offset in pixels from the basic screen y position of the HUD bars.
# For the zig-zag alignment pattern, this is for the left HUD bars.
# This setting is used for the progress bar HUD bar style.
hudbars_start_offset_left_y (Left HUD bar y offset) int -86
# Precise x offset in pixels from the basic screen x position of the right HUD bars.
# Only used for the zig-zag alignment pattern.
# This setting is used for the progress bar HUD bar style.
hudbars_start_offset_right_x (Right HUD bar x offset) int 15
# Precise y offset in pixels from the basic screen y position of the right HUD bars.
# Only used for the zig-zag alignment pattern.
# This setting is used for the progress bar HUD bar style.
hudbars_start_offset_right_y (Right HUD bar y offset) int -86
# Precise x offset in pixels from the basic screen x position of the HUD statbars.
# For the zig-zag alignment pattern, this is for the left HUD statbars.
# This setting is used for the classic and modern statbar styles.
hudbars_start_statbar_offset_left_x (Left HUD statbar x offset) int -265
# Precise y offset in pixels from the basic screen y position of the HUD statbars.
# For the zig-zag alignment pattern, this is for the left HUD statbars.
# This setting is used for the classic and modern statbar styles.
hudbars_start_statbar_offset_left_y (Left HUD statbar y offset) int -90
# Precise x offset in pixels from the basic screen x position of the right HUD statbars.
# Only used for the zig-zag alignment pattern.
# This setting is used for the classic and modern statbar styles.
hudbars_start_statbar_offset_right_x (Right HUD statbar x offset) int 25
# Precise y offset in pixels from the basic screen y position of the right HUD statbars.
# Only used for the zig-zag alignment pattern.
# This setting is used for the classic and modern statbar styles.
hudbars_start_statbar_offset_right_y (Right HUD statbar y offset) int -90
# The vertical distance between two HUD bars, in pixels.
hudbars_vmargin (Vertical distance between HUD bars) int 24 0
[***Performance]
# The of seconds which need to pass before the server updates the default HUD bars
# (health and breath). Increase this number if you have a slow server or a slow network
# connection and experience performance problems.
hudbars_tick (Default HUD bars update interval) float 0.1 0.0 4.0
[*Vehicles]
[**advtrains]
# Disable the train collision behavior. Trains will never collide and just drive through each other.
# Note that this makes coupling trains impossible, and introduces 'interesting' behavior with detector and ATC rails.
# Also, it is very hard to separate two subway trains that are stuck inside each other, since it can be impossible to access the driver seat.
advtrains_disable_collisions (Disable train collisions) bool false
# Enable the debug ring buffer
# This has no effect on the user experience, except decreased performance. Debug outputs are saved in a ring buffer to be printed when an error occurs.
# You probably want to leave this setting set to false.
advtrains_enable_debugging (Enable debugging) bool false
[*World]
[**bedrock2]
# Sets the height (Y) at which the bedrock layer will be created.
bedrock2_y (Bedrock height) int -30912
[*Misc.]
[**pipeworks]
#Enable pipes.
pipeworks_enable_pipes (Enable Pipes) bool true
#Enable autocrafter.
pipeworks_enable_autocrafter (Enable Autocrafter) bool true
#Enable deployer.
pipeworks_enable_deployer (Enable Deployer) bool true
#Enable dispenser.
pipeworks_enable_dispenser (Enable Dispenser) bool true
#Enable node breaker.
pipeworks_enable_node_breaker (Enable Node Breaker) bool true
#Enable teleport tube.
pipeworks_enable_teleport_tube (Enable Teleport Tube) bool true
#Enable pipe devices.
pipeworks_enable_pipe_devices (Enable Pipe Devices) bool true
#Enable redefines.
pipeworks_enable_redefines (Enable Node Redefines) bool true
#Enable sorting tube.
pipeworks_enable_mese_tube (Enable Sorting Tube) bool true
#Enable detector tube.
pipeworks_enable_detector_tube (Enable Detector Tube) bool true
#Enable digiline detector tube.
pipeworks_enable_digiline_detector_tube (Enable Digiline Detector Tube) bool true
#Enable mesecon signal conducting tube.
pipeworks_enable_conductor_tube (Enable Conductor Tube) bool true
#Enable accelerator tube.
pipeworks_enable_accelerator_tube (Enable Accelerator Tube) bool true
#Enable crossing tube.
#It sends all incoming items to the other side, or if there is no other tube, it sends them back.
pipeworks_enable_crossing_tube (Enable Crossing Tube) bool true
#Enable vacuum tube.
#It picks up all items that lay around next to it.
pipeworks_enable_sand_tube (Enable Vacuum Tube) bool true
#Enable mese vacuum tube.
#It's like the normal vacuum tube with the
#differance that you can set the radius up to 8 nodes.
pipeworks_enable_mese_sand_tube (Enable Mese Vacuum Tube) bool true
#Enable one way tube.
#It sends items only in one direction.
#Use it to drop items out of tubes.
pipeworks_enable_one_way_tube (Enable One Way Tube) bool true
#Enable high priority tube.
#It has a very high priority and so, on crossings, the items will
#always go to it if there are multible ways.
pipeworks_enable_priority_tube (Enable High Priority Tube) bool true
#Enable cyclic mode.
pipeworks_enable_cyclic_mode (Enable Cyclic Mode) bool true
#Drop on routing fail.
pipeworks_drop_on_routing_fail (Drop On Routing Fail) bool false
#Delete item on clearobject.
pipeworks_delete_item_on_clearobject (Delete Item On Clearobject) bool true
[Modpacks]
[*castle]
[**castle_masonry]
[***Materials]
castle_masonry_stonewall (Stonewall) bool true
castle_masonry_cobble (Cobble) bool true
castle_masonry_stonebrick (Stone Brick) bool true
castle_masonry_sandstonebrick (Sandstone Brick) bool true
castle_masonry_desertstonebrick (Desert Stone Brick) bool true
castle_masonry_stone (Stone) bool true
castle_masonry_sandstone (Sandstone) bool true
castle_masonry_desertstone (Desert Stone) bool true
castle_masonry_wood (Wood) bool false
castle_masonry_ice (Ice) bool false
castle_masonry_snow (Snow) bool false
castle_masonry_obsidianbrick (Obsidian Brick) bool false
[***Forms]
castle_masonry_pillar (Pillars) bool true
castle_masonry_arrowslit (Arrow slits) bool true
castle_masonry_murderhole (Murder holes and machicolations) bool true
[**crafting_bench]
# The number of seconds between each operation of the crafting bench.
crafting_bench_crafting_rate (Crafting rate) int 5 1 60
[*mesecons]
[**mesecons]
mesecon.resumetime (Resume time) int 4
mesecon.overheat_max (Overheat max) int 20
mesecon.cooldown_time (Cooldown time) float 2.0
mesecon.cooldown_granularity (Cooldown granularity) float 0.5
[**mesecons_blinkyplant]
mesecon.blinky_plant_interval (Plant interval) int 3
[**mesecons_detector]
mesecon.detector_radius (Detector radius) int 6
mesecon.node_detector_distance_max (Detector max distance) int 10
[**mesecons_luacontroller]
mesecon.luacontroller_string_rep_max (Max) int 64000
mesecon.luacontroller_digiline_maxlen (Digiline max length) int 50000
mesecon.luacontroller_maxevents (Max events) int 10000
mesecon.luacontroller_memsize (Memory size) int 100000
[**mesecons_movestones]
mesecon.movestone_speed (Speed) int 3
mesecon.movestone_max_push (Max push) int 50
mesecon.movestone_max_pull (Max pull) int 50
[**mesecons_pistons]
mesecon.piston_max_push (Max push) int 15
mesecon.piston_max_pull (Max pull) int 15
[**mesecons_pressureplates]
mesecon.pplate_interval (Interval) float 0.1
[*moremesecons]
[**Adjustable Blinky Plant]
# Minimal interval authorized. Any lower will be set to it.
moremesecons_adjustable_blinky_plant.min_interval (Minimum Interval) float 0.5
[**Craftable Commandblock]
# Space-separated list of authorized commands
# Empty to authorize all
moremesecons_commandblock.authorized_commands (Authorized commands) string tell
# Maximum distance of the @nearest player
# Any value less than or equal to 0 will be changed to 1 and a NaN value will be changed to the default value
moremesecons_commandblock.nearest_max_distance (Nearest player maximum distance) float 8
[**Signal Jammer]
# Jammer action range
# Any value less than or equal to 0 will be changed to 1 and a NaN value will be changed to the default value
moremesecons_jammer.max_distance (Jammer action range) float 10
# Whether to enable the registration LBM.
# The registration LBM will recover the jammer database if the moremesecons_jammer
# mod storage has been removed, and will create that mod storage after an update
# from an older version which did not use it.
moremesecons_jammer.enable_lbm (Enable Registration LBM) bool false
[**Player Killer]
# Player Killer action range
# Any value less than or equal to 0 will be changed to 1 and a NaN value will be changed to the default value
moremesecons_playerkiller.max_distance (Player Killer action range) float 8
[**Sayer]
# Whether to use the Speech Dispatcher
# It will work only if:
# * moremesecons_sayer is present in your trusted_mods setting
# * you are playing in singleplayer
# * the speech-dispatcher is installed on your system
# * you are using a POSIX-compliant system and a sh-compatible shell (such as bash, dash, zsh...)
moremesecons_sayer.use_speech_dispatcher (Use the Speech Dispatcher) bool true
# Sayer range
# Any value less than or equal to 0 will be changed to 1 and a NaN value will be changed to the default value
moremesecons_sayer.max_distance (Range) float 8
[**Teleporter]
# Maximum Teleporter To Teleporter distance
# Any value less than or equal to 0 will be changed to 1 and a NaN value will be changed to the default value
moremesecons_teleporter.max_t2t_distance (Maximum Teleporter To Teleporter distance) float 50
# Maximum Player To Teleporter distance
# Any value less than or equal to 0 will be set to 1
moremesecons_teleporter.max_p2t_distance (Maximum Player To Teleporter distance) float 25
# Whether to enable the registration LBM.
# The registration LBM will recover a teleporter network if the moremesecons_teleporter
# mod storage has been removed, and will create that mod storage after an update
# from an older version which did not use it.
moremesecons_teleporter.enable_lbm (Enable Registration LBM) bool false
[**Wireless]
# Wireless Jammer action range
# Any value less than or equal to 0 will be changed to 1 and a NaN value will be changed to the default value
moremesecons_wireless.jammer_max_distance (Wireless Jammer action range) float 15
# Whether to enable the registration LBM.
# The registration LBM will recover a wireless network if the moremesecons_wireless
# mod storage has been removed, and will create that mod storage after an update
# from an older version which did not use it.
moremesecons_wireless.enable_lbm (Enable Registration LBM) bool false