# 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 ONLY *** ############## ## 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 ## Fast movement (via use 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 moving and looking around. # 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, "use" 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 "use" 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 right clicks when holding the right mouse button. # type: float #repeat_rightclick_time = 0.25 ## Enable random user input (only used for testing). # type: bool #random_input = false ## Continuous forward movement (only used for testing). # type: bool #continuous_forward = false ## 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. # 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 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_special1 = 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 console. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key #keyman_console = KEY_F10 ## 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 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 toggling cinematic mode. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key #keymap_cinematic = KEY_F8 ## Key for toggling display of minimap. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key #keymap_minimap = KEY_F9 ## 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 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 the chat. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key #keymap_toggle_chat = KEY_F2 ## Key for toggling the display of the fog. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key #keymap_toggle_force_fog_off = KEY_F3 ## Key for toggling the camrea 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_F7 ## 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 = - ## Key for printing debug stacks. Used for development. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key #keymap_print_debug_stacks = KEY_KEY_P ############# ## Network ## ############# ## Address to connect to. # Leave this blank to start a local server. # Note that the address field in the main menu overrides this setting. # type: string #address = ## Port to connect to (UDP). # Note that the port field in the main menu overrides this setting. # type: int min: 1 max: 65535 #remote_port = 30000 ## Whether to support older servers before protocol version 25. # Enable if you want to connect to 0.4.12 servers and before. # Servers starting with 0.4.13 will work, 0.4.12-dev servers may work. # Disabling this option will protect your password better. # type: bool #send_pre_v25_init = true ## Save the map received by the client on disk. # type: bool #enable_local_map_saving = false ## Show entity selection boxes # type: bool #show_entity_selectionbox = true ## Enable usage of remote media server (if provided by server). # Remote servers offer a significantly faster way to download media (e.g. textures) # when connecting to the server. # type: bool #enable_remote_media_server = true ## 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 #### Basic ## Enable VBO # 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 = true ## Enable smooth lighting with simple ambient occlusion. # Disable for speed or for different looks. # type: bool #smooth_lighting = true ## 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 #node_highlighting = box #### Filtering ## Use mip mapping to scale textures. May slightly increase performance. # 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, 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 ## 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 #### Shaders ## Shaders allow advanced visul effects and may increase performance on some video cards. # Thy only work with the OpenGL video backend. # type: bool #enable_shaders = true ##### Tone Mapping ## Enables filmic tone mapping # type: bool #tone_mapping = false ##### Bumpmapping ## Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack # or need to be auto-generated. # Requires shaders to be enabled. # type: bool #enable_bumpmapping = false ## Enables on the fly normalmap generation (Emboss effect). # Requires bumpmapping to be enabled. # type: bool #generate_normalmaps = false ## Strength of generated normalmaps. # type: float #normalmaps_strength = 0.6 ## Defines sampling step of texture. # A higher value results in smoother normal maps. # type: int # min: 0 # max: 2 #normalmaps_smooth = 0 ##### Parallax Occlusion ## Enables parallax occlusion mapping. # Requires shaders to be 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 ##### Waving Nodes ## Set to true enables waving water. # Requires shaders to be 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 to be enabled. # type: bool #enable_waving_leaves = false ## Set to true enables waving plants. # Requires shaders to be enabled. # type: bool #enable_waving_plants = false #### Advanced ## 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 ## View distance in nodes. # type: int # min: 20 #viewing_range = 100 ## Width component of the initial window size. # type: int #screenW = 800 ## Height component of the initial window size. # type: int #screenH = 600 ## Fullscreen mode. # type: bool #fullscreen = false ## Bits per pixel (aka color depth) in fullscreen mode. # type: int #fullscreen_bpp = 24 ## Vertical screen synchronization. # type: bool #vsync = false ## Field of view in degrees. # type: int min: 30 max: 160 #fov = 72 ## 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 max: 3 #display_gamma = 1.8 ## Path to texture directory. All textures are first searched from here. # type: path #texture_path = ## The rendering back-end for Irrlicht. # type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl #video_driver = opengl ## 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 ## Multiplier for 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 = 0.0 ## 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. # - pageflip: quadbuffer based 3d. # type: enum # values: none, anaglyph, interlaced, topbottom, sidebyside, pageflip # 3d_mode = none ## 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 ## Selection box border color (R,G,B). # type: string #selectionbox_color = (0,0,0) ## Width of the selectionbox's lines around nodes. # type: int min: 1 max: 5 #selectionbox_width = 2 ## Crosshair color (R,G,B). # type: string #crosshair_color = (255,255,255) ## Crosshair alpha (opaqueness, between 0 and 255). # type: int min: 0 max: 255 #crosshair_alpha = 255 ## 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 ## 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 ## 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 ### 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 ## 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 ## Path to save screenshots at. # type: path #screenshot_path = ## Format of screenshots. # type: enum values: png, jpg, bmp, pcx, ppm, tga #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 ### 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 max: 1 #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 *** ## Administrator account name = AntumDeluge ## 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 = http://minetest.net ## Automaticaly report to the serverlist. # type: bool #server_announce = false ## Announce to this serverlist. # If you want to announce your ipv6 address, use serverlist_url = v6.servers.minetest.net. # type: string #serverlist_url = servers.minetest.net # Limits flowing liquids. # type: bool # default: false #liquid_finite = false ############# ## Network ## ############# ## Network port to listen (UDP). # This value will be overridden when starting from the main menu. # type: int #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. 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 for the whole 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 ## ########## ## Maximum number of players that can connect simultaneously. # type: int #max_users = 15 ## World directory (everything in the world is stored here). # Not needed if starting from the main menu. # type: path #map-dir = ## Time in seconds for item entity (dropped items) to live. # Setting it to -1 disables the feature. # type: int #item_entity_ttl = 900 ## Enable players getting damage and dying. # type: bool enable_damage = true ## 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 = ## New users need to input this password. # type: string #default_password = ## The privileges that new users automatically get. # See /privs in game for a full list on your server and mod configuration. # type: string # default: interact, shout default_privs = interact, shout, home ## Privileges that players with basic_privs can grant # type: string #basic_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 allow players to damage and kill each other. # type: bool enable_pvp = false ## If this is set, players will always (re)spawn at the given position. # type: string #static_spawnpoint = ## If enabled, new players cannot join with an empty password. # type: bool disallow_empty_password = true ## 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 ## 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 clients know about objects, stated in mapblocks (16 nodes). # type: int #active_object_send_range_blocks = 3 ## How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes). # In active blocks 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 mapblocks. # 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. # Examples: 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 ## Useful for mod developers. # type: bool #mod_profiling = false ## Detailed mod profile data. Useful for mod developers. # type: bool #detailed_profiling = false ## Profiler data print interval. 0 = disable. Useful for developers. # 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 ## See http://www.sqlite.org/pragma.html#pragma_synchronous # type: enum values: 0, 1, 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 ## Time in between active block management cycles # type: float #active_block_mgmt_interval = 2.0 ## Length of time between ABM execution cycles # type: float #abm_interval = 1.0 ## Length of time between NodeTimer execution cycles # type: float #nodetimer_interval = 1.0 ## If enabled, invalid world data won't cause the server to shut down. # Only enable this if you know what you are doing. # type: bool #ignore_world_load_errors = false ## 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. # Creating a world in the main menu will override this. # type: enum # values: v5, v6, v7, flat, valleys, fractal, singlenode # default: v7 #mg_name = v7 ## Water surface level of the world. # 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. # In Mapgen v6 the 'decorations' flag controls all decorations except trees # and junglegrass, in all other mapgens this flag controls all decorations. # The default flags set in the engine are: caves, light, decorations # The flags string modifies the engine defaults. # Flags that are not specified in the flag string are not modified from the default. # Flags starting with 'no' are used to explicitly disable them. # type: flags possible values: caves, dungeons, light, decorations, nocaves, nodungeons, nolight, nodecorations #mg_flags = caves,dungeons,light,decorations ### Advanced ## Size of chunks to be generated at once by mapgen, 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. # type: noise_params #mg_biome_np_heat = 50, 50, (750, 750, 750), 5349, 3, 0.5, 2.0 ## type: noise_params #mg_biome_np_heat_blend = 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0 ## type: noise_params #mg_biome_np_humidity = 50, 50, (750, 750, 750), 842, 3, 0.5, 2.0 ## type: noise_params #mg_biome_np_humidity_blend = 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0 #### Mapgen v5 ## Controls width of tunnels, a smaller value creates wider tunnels. # type: float #mgv5_cave_width = 0.125 ## type: noise_params #mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0 ## type: noise_params #mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0 ## type: noise_params #mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0 ## type: noise_params #mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0 ## type: noise_params #mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0 #### Mapgen v6 ## Map generation attributes specific to Mapgen v6. # When snowbiomes are enabled jungles are automatically enabled, the 'jungles' flag is ignored. # The default flags set in the engine are: biomeblend, mudflow # The flags string modifies the engine defaults. # Flags that are not specified in the flag string are not modified from the default. # Flags starting with 'no' are used to explicitly disable them. # type: flags # possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees #mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,trees ## 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 ## type: noise_params #mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0 ## type: noise_params #mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0 ## type: noise_params #mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0 ## type: noise_params #mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0 ## type: noise_params #mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0 ## type: noise_params #mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0 ## type: noise_params #mgv6_np_biome = 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0 ## type: noise_params #mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0 ## type: noise_params #mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0 ## type: noise_params #mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0 ## type: noise_params #mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0 #### Mapgen v7 ## Map generation attributes specific to Mapgen v7. # The 'ridges' flag controls the rivers. # The default flags set in the engine are: mountains, ridges # The flags string modifies the engine defaults. # Flags that are not specified in the flag string are not modified from the default. # Flags starting with 'no' are used to explicitly disable them. # type: flags # possible values: mountains, ridges, nomountains, noridges #mgv7_spflags = mountains,ridges ## Controls width of tunnels, a smaller value creates wider tunnels. # type: float #mgv7_cave_width = 0.3 ## type: noise_params #mgv7_np_terrain_base = 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0 ## type: noise_params #mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0 ## type: noise_params #mgv7_np_terrain_persist = 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0 ## type: noise_params #mgv7_np_height_select = -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0 ## type: noise_params #mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0 ## type: noise_params #mgv7_np_mount_height = 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0 ## type: noise_params #mgv7_np_ridge_uwater = 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0 ## type: noise_params #mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0 ## type: noise_params #mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0 ## type: noise_params #mgv7_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0 ## type: noise_params #mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0 #### Mapgen flat ## Map generation attributes specific to Mapgen flat. # Occasional lakes and hills can be added to the flat world. # The default flags set in the engine are: none # The flags string modifies the engine defaults. # Flags that are not specified in the flag string are not modified from the default. # Flags starting with 'no' are used to explicitly disable them. # type: flags # possible values: lakes, hills, , nolakes, nohills #mgflat_spflags = ## Y of flat ground. # type: int #mgflat_ground_level = 8 ## Y of upper limit of large pseudorandom caves. # type: int #mgflat_large_cave_depth = -33 ## Controls width of tunnels, a smaller value creates wider tunnels. # type: float #mgflat_cave_width = 0.3 ## Terrain noise threshold for lakes. # Controls proportion of world area covered by lakes. # Adjust towards 0.0 for a larger proportion. # type: float #mgflat_lake_threshold = -0.45 ## Controls steepness/depth of lake depressions. # type: float #mgflat_lake_steepness = 48.0 ## Terrain noise threshold for hills. # Controls proportion of world area covered by hills. # Adjust towards 0.0 for a larger proportion. # type: float #mgflat_hill_threshold = 0.45 ## Controls steepness/height of hills. # type: float #mgflat_hill_steepness = 64.0 ## Determines terrain shape. # The 3 numbers in brackets control the scale of the # terrain, the 3 numbers should be identical. # type: noise_params #mgflat_np_terrain = 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0 ## type: noise_params #mgflat_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0 ## type: noise_params #mgflat_np_cave1 = 0, 12, (128, 128, 128), 52534, 4, 0.5, 2.0 ## type: noise_params #mgflat_np_cave2 = 0, 12, (128, 128, 128), 10325, 4, 0.5, 2.0 #### Mapgen fractal ## Controls width of tunnels, a smaller value creates wider tunnels. # type: float #mgfractal_cave_width = 0.3 ## Choice of 18 fractals from 9 formulas. # 1 = 4D "Roundy" mandelbrot set. # 2 = 4D "Roundy" julia set. # 3 = 4D "Squarry" mandelbrot set. # 4 = 4D "Squarry" julia set. # 5 = 4D "Mandy Cousin" mandelbrot set. # 6 = 4D "Mandy Cousin" julia set. # 7 = 4D "Variation" mandelbrot set. # 8 = 4D "Variation" julia set. # 9 = 3D "Mandelbrot/Mandelbar" mandelbrot set. # 10 = 3D "Mandelbrot/Mandelbar" julia set. # 11 = 3D "Christmas Tree" mandelbrot set. # 12 = 3D "Christmas Tree" julia set. # 13 = 3D "Mandelbulb" mandelbrot set. # 14 = 3D "Mandelbulb" julia set. # 15 = 3D "Cosine Mandelbulb" mandelbrot set. # 16 = 3D "Cosine Mandelbulb" julia set. # 17 = 4D "Mandelbulb" mandelbrot set. # 18 = 4D "Mandelbulb" julia set. # type: int min: 1 max: 18 #mgfractal_fractal = 1 ## Iterations of the recursive function. # Controls the amount of fine detail. # type: int #mgfractal_iterations = 11 ## Approximate (X,Y,Z) scale of fractal in nodes. # type: v3f #mgfractal_scale = (4096.0, 1024.0, 4096.0) ## (X,Y,Z) offset of fractal from world centre in units of 'scale'. # Used to move a suitable spawn area of low land close to (0, 0). # The default is suitable for mandelbrot sets, it needs to be edited for julia sets. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes. # type: v3f #mgfractal_offset = (1.79, 0.0, 0.0) ## W co-ordinate of the generated 3D slice of a 4D fractal. # Determines which 3D slice of the 4D shape is generated. # Has no effect on 3D fractals. # Range roughly -2 to 2. # type: float #mgfractal_slice_w = 0.0 ## Julia set only: X component of hypercomplex constant determining julia shape. # Range roughly -2 to 2. # type: float #mgfractal_julia_x = 0.33 ## Julia set only: Y component of hypercomplex constant determining julia shape. # Range roughly -2 to 2. # type: float #mgfractal_julia_y = 0.33 ## Julia set only: Z component of hypercomplex constant determining julia shape. # Range roughly -2 to 2. # type: float #mgfractal_julia_z = 0.33 ## Julia set only: W component of hypercomplex constant determining julia shape. # Has no effect on 3D fractals. # Range roughly -2 to 2. # type: float #mgfractal_julia_w = 0.33 ## type: noise_params #mgfractal_np_seabed = -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0 ## type: noise_params #mgfractal_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0 ## type: noise_params #mgfractal_np_cave1 = 0, 12, (128, 128, 128), 52534, 4, 0.5, 2.0 ## type: noise_params #mgfractal_np_cave2 = 0, 12, (128, 128, 128), 10325, 4, 0.5, 2.0 #### Mapgen Valleys ##### General ## Map generation attributes specific to Mapgen Valleys. # 'altitude_chill' makes higher elevations colder, which may cause biome issues. # 'humid_rivers' modifies the humidity around rivers and in areas where water would tend to pool, # it may interfere with delicately adjusted biomes. # The default flags set in the engine are: altitude_chill, humid_rivers # The flags string modifies the engine defaults. # Flags that are not specified in the flag string are not modified from the default. # Flags starting with 'no' are used to explicitly disable them. # type: flags # possible values: altitude_chill, noaltitude_chill, humid_rivers, nohumid_rivers #mg_valleys_spflags = altitude_chill,humid_rivers ## The altitude at which temperature drops by 20C # type: int #mgvalleys_altitude_chill = 90 ## Depth below which you'll find large caves. # type: int #mgvalleys_large_cave_depth = -33 ## Creates unpredictable lava features in caves. # These can make mining difficult. Zero disables them. (0-10) # type: int #mgvalleys_lava_features = 0 ## Depth below which you'll find massive caves. # type: int #mgvalleys_massive_cave_depth = -256 ## How deep to make rivers # type: int #mgvalleys_river_depth = 4 ## How wide to make rivers # type: int #mgvalleys_river_size = 5 ## Creates unpredictable water features in caves. # These can make mining difficult. Zero disables them. (0-10) # type: int #mgvalleys_water_features = 0 ## Controls width of tunnels, a smaller value creates wider tunnels. # type: float #mgvalleys_cave_width = 0.3 ##### Noises ## Caves and tunnels form at the intersection of the two noises # type: noise_params #mgvalleys_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0 ## Caves and tunnels form at the intersection of the two noises # type: noise_params #mgvalleys_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0 ## The depth of dirt or other filler # type: noise_params #mgvalleys_np_filler_depth = 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0 ## Massive caves form here. # type: noise_params #mgvalleys_np_massive_caves = 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0 ## River noise -- rivers occur close to zero # type: noise_params #mgvalleys_np_rivers = 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0 ## Base terrain height # type: noise_params #mgvalleys_np_terrain_height = -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0 ## Raises terrain to make valleys around the rivers # type: noise_params #mgvalleys_np_valley_depth = 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0 ## Slope and fill work together to modify the heights # type: noise_params #mgvalleys_np_inter_valley_fill = 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0 ## Amplifies the valleys # type: noise_params #mgvalleys_np_valley_profile = 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0 ## Slope and fill work together to modify the heights # type: noise_params #mgvalleys_np_inter_valley_slope = 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 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()). # type: string #secure.trusted_mods = ## Comma-seperated list of mods that are allowed to access HTTP APIs, which # allow them to upload and download data to/from the internet. # type: string #secure.http_mods = # *** CLIENT AND 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 = ## Set the language. Leave empty to use the system language. # A restart is required after changing this. # type: enum values: , be, cs, da, de, eo, es, et, fr, hu, id, it, ja, jbo, ko, ky, lt, nb, nl, pl, pt, pt_BR, ro, ru, tr, uk, zh_CN, zh_TW #language = ## Level of logging to be written to debug.txt: # - (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 ## Replaces the default main menu with a custom one. # 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/*/ # ************ # ** SERVER ** # ************ ############# ## GENERAL ## ############# ## Default game when creating a new world. This will be overridden when creating # a world from the main menu. # type: string # default: minetest default_game = antum ## Message of the day displayed to players connecting. # type: string # default: motd = Antum Server ## Verbose logging of mods # type: bool # default: false log_mods = true ## Logs extra debug messages. # type: bool # default: false #enable_debug_mods = false ## Inventory interface to use. # type: enum # values: sfinv, inventory_plus # default: sfinv inventory = sfinv ########### ## ADMIN ## ########### # *** whitelist *** ## Enables/Disables whitelist feature. # type: bool # default: false #whitelist.enable = false ## Sets a custom message to display when access to server is denied. # type: string # default: This server is whitelisted and you are not on the whitelist. #whitelist.message = This server is whitelisted and you are not on the whitelist. ##################### ## TOOLS / WEAPONS ## ##################### # Tools & weapons will wear down & break when used for digging, chopping, etc. # type: bool # default: true enable_tool_wear = false # Tools & weapons will wear down & break when used for attacking/fighting. # type: bool # default: true enable_weapon_wear = false ### MOD CONFIGURATIONS ### ############### ## BUILDINGS ## ############### # *** moreblocks *** # ??? # type: bool # default: false #stairsplus_in_creative_inventory = false # Register 'moreblocks:circular_saw' for crafting # type: bool # default: ??? #moreblocks.circular_saw_crafting = ??? # *** coloredwood *** # Enables/Disables stairsplus for coloredwood mod # type: bool # default: true coloredwood_enable_stairsplus = true ########## ## CHAT ## ########## # *** chatlog *** ## Whether month is displayed before day in timestamp # (E.g. 'dd/mm/yyyy' vs. 'mm/dd/yy'). # type: bool # default: true #chatlog.monthfirst = true # *** listitems *** ## Displays items in a bulleted list. # type: bool # default: true #listitems.bullet_list = true ## Enables/Disables generic "list" chat command. # type: bool # default: false #listitems.enable_generic = false ## Enables/Disables "listmobs" chat command (requires "mobs"). # type: bool # default: true (if "mobs" mod available) #listitems.enable_mobs = true ############## ## CRAFTING ## ############## # *** craftguide *** ## Enables/Disables craftguide button in inventory if sfinv mod present. # type: bool # default: false #craftguide.show_inv_button = false ############### ## EQUIPMENT ## ############### # *** airtanks *** ## Air tanks will begin to wear out when used. # # Only works if 'enable_tool_wear' is enabled. # type: bool # default: true #airtanks_enable_wear = true ## Air tanks will wear out even in creative mode. # # Only works if 'airtanks_enable_wear' is enabled. # type: bool # default: true #airtanks_wear_in_creative = true ## Number of uses for steel air tanks. # type: int # min: 2 # max: 1000 # default: 30 #airtanks_steel_uses = 30 ## Number of uses for copper air tanks. # type: int # min: 2 # max: 1000 # default: 10 #airtanks_copper_uses = 10 ## Number of uses for bronze air tanks. # type: int # min: 2 # max: 1000 # default: 20 #airtanks_bronze_uses = 20 ############### ## FURNITURE ## ############### # *** trampoline *** ## Percent of damage absorbed when falling on a trampoline. # Set to 100 to disable damage. # type: int # min: 0 # max: 100 # default: 100 #trampoline.damage_absorb = 100 ######### ## LIB ## ######### # *** signs_lib *** # ??? # type: string # default: iaccept #interact_keyword = iaccept ########## ## MOBS ## ########## # Announce to all players when & where a mob is spawned. # type: bool # default: false #display_mob_spawn = false # Show blood # type: bool # default: false #mobs_enable_blood = false # ??? # type: int # default: 0 #mobs_spawn_protected = 0 # Only spawn mobs that don't attack players # type: bool # default: false only_peaceful_mobs = false # ??? # type: bool # default: false remove_far_mobs = true # *** mob-engine *** ## Replace certain items with ones from "mobs" (mobs_redo) engine if available. # E.g., 'mobs:meat_raw' will be used instead of 'creatures:flesh'. # type: bool # default: false creatures.mobs_replace_items = true # *** mobs_animal *** # Sets spawn rate of sheep (0 = disabled). # type: int # default: ??? mobs_animal:sheep_white = 0 # *** mobs_redo *** ## Disable blood splatter when attacking mobs. # type: bool # default: false #mobs_disable_blood = false ## Mob difficulty. # type: float # default: 1.0 #mob_difficulty = 1.0 ## Show mobs' health when attacked. # type: bool # default: true #mob_show_health = true # *** sneeker *** # Sets maximum number of spawns that can exist in world. # type: int # default: 10 #sneeker.spawn_cap = 10 # Sets possibility for sneeker mob spawn. # type: int # default: 1000 #sneeker.spawn_chance = 1000 # Sets frequency of sneeker mob spawn chance. Default 1200 is #equivalent to 40 minutes (60 * 40). # type: int # default: 2400 #sneeker.spawn_interval = 2400 # Sets the maximum light that a node can have for spawn to occur. # type: int # default: 5 #sneeker.spawn_maxlight = 5 ############### ## PIPEWORKS ## ############### # *** pipeworks *** ## Enable pipes. # type: bool # default: true #pipeworks_enable_pipes = true ## Enable autocrafter. # type: bool # default: true #pipeworks_enable_autocrafter = true ## Enable deployer. # type: bool # default: true #pipeworks_enable_deployer = true ## Enable dispenser. # type: bool # default: true #pipeworks_enable_dispenser = true ## Enable node breaker. # type: bool # default: true #pipeworks_enable_node_breaker = true ## Enable teleport tube. # type: bool # default: true #pipeworks_enable_teleport_tube = true ## Enable pipe devices. # type: bool # default: true #pipeworks_enable_pipe_devices = true ## Enable redefines. # type: bool # default: true #pipeworks_enable_redefines = true ## Enable sorting tube. # type: bool # default: true #pipeworks_enable_mese_tube = true ## Enable detector tube. # type: bool # default: true #pipeworks_enable_detector_tube = true ## Enable digiline detector tube. # type: bool # default: true #pipeworks_enable_digiline_detector_tube = true ## Enable mesecon signal conducting tube. # type: bool # default: true #pipeworks_enable_conductor_tube = true ## Enable accelerator tube. # type: bool # default: true #pipeworks_enable_accelerator_tube = true ## Enable crossing tube. # It sends all incoming items to the other side, or if there # is no other tube, it sends them back. # type: bool # default: true #pipeworks_enable_crossing_tube = true ## Enable vacuum tube. # It picks up all items that lay around next to it. # type: bool # default: true #pipeworks_enable_sand_tube = 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. # type: bool # default: true #pipeworks_enable_mese_sand_tube = true ## Enable one way tube. # It sends items only in one direction. # Use it to drop items out of tubes. # type: bool # default: true #pipeworks_enable_one_way_tube = 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. # type: bool # default: true #pipeworks_enable_priority_tube = true ## Enable cyclic mode. # type: bool # default: true #pipeworks_enable_cyclic_mode = true ## Drop on routing fail. # type: bool # default: false #pipeworks_drop_on_routing_fail = false ## Delete item on clearobject. # type: bool # default: true #pipeworks_delete_item_on_clearobject = true ################### ## PLAYER ACTION ## ################### # *** hbsprint *** ## If enabled (default), the stamina indicators in the HUD # will be automatically hidden shortly after stamina has # filled up. Otherwise, stamina will always be displayed. # type: bool # default: true #hudbars_autohide_stamina = true ## Sprint speed multiplier. # type: float # default: 1.5 #sprint_speed = 1.5 ## Sprint jump multiplier. # type: float # default: 1.3 #sprint_jump = 1.3 ## Which key to use for sprint. # type: enum # values: Use # default: Use ("E" key by default) #sprint_key = Use ## Require player to move forward only to be able to sprint. # type: bool # default: true #sprint_forward_only = true ## The amount of particles to spawn behind a sprinting player. # type: float # default: 2 #sprint_particles = 2 ## Drain stamina while sprinting # type: bool # default: true #sprint_stamina = true ## The amount of stamina to drain while sprinting # type: float # default: 2 #sprint_stamina_drain = 2 ## The amount of seconds before starting to replenish stamina. # type: float # default: 2 #sprint_stamina_replenish = 2 ## Drain satiation while sprinting. # type: bool # default: true #sprint_starve = true ## The amount of satiation to drain while sprinting. # type: float # default: 0.5 #sprint_starve_drain = 0.5 ## Drain air while sprinting under water. # type: bool # default: true #sprint_breath = true ## The amount of air to drain while sprinting under water. # type: float # default: 1 #sprint_breath_drain = 1 #################### ## PLAYER VISUALS ## #################### # *** playeranim *** ## Version of player model used by the engine. # # 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. # type: enum # values: default_character_v1, default_character_v2 # default: default_character_v2 #player_model_version = default_character_v2 # *** wieldview *** # ??? # type: ??? # default: ??? #wieldview_node_tiles = ??? # ??? # type: ??? # default: ??? #wieldview_update_time = ??? ############## ## SPAWNING ## ############## # *** spawneggs *** # Spawning interval for spawneggs. Lower is more frequent. # type: int # default: 600 spawneggs_egg_interval = 4800 # Spawning chance for spawneggs. Lower is greater chance (1 / chance) # type: int # default: 3000 spawneggs_egg_chance = 24000 # Spawning interval for spawneggs grass. Lower is more frequent. # type: int # default: 600 spawneggs_grass_interval = 600 # Spawning chance for spawneggs grass. Lower is greater chance (1 / chance) # type: int # default: 3000 spawneggs_grass_chance = 3000 # Allow eggs to spawn randomly in the world. # type: bool # default: true spawneggs.enable_node_spawn = false ####################### ## TOOLS / EQUIPMENT ## ####################### # *** compassgps *** # Static spawn point location. # type: pos # default: ??? #static_spawnpoint = ??? # *** slingshot *** ## Require rubber band as additional ingredient in slingshot craft recipes. # type: bool # default: true #slingshot.require_rubber_band = true # *** torches *** # Allow torches to be placed on ceiling. # type: bool # default: false torches_enable_ceiling = false # Use minecraft-style torches. # type: string # values: minecraft #torches_style = minecraft ######## ## UI ## ######## # *** hbarmor *** ## If true, automatically hides the armor HUD bar when the player wears no # armor. Otherwise, the armor bar shows “0%”. # type: bool # default: true #hbarmor_autohide = true ## Time difference in seconds between updates to the armor HUD bar. # Increase this number for slow servers. # type: float # min: 0.0 # max: 4.0 # default: 0.1 #hbarmor_tick = 0.1 # *** hidename *** # ## Use alpha color level to hide nametag instead of clearing text. # type: bool # default: false #hidename.use_alpha = false # *** hudbars *** # ## Specifies how the value indicators (i.e. health, breath, etc.) look. # type: enum # options: progress_bar, statbar_classic, statbar_modern # default: progress_bar #hudbars_bar_type = progress_bar ## Automatically hides breath indicator if enabled. # type: bool # default: true #hudbars_autohide_breath = true ## Changes the way the HUD bars are ordered on the display. # type: enum # options: zigzag, stack_up, stack_down # default: zigzag #hudbars_alignment_pattern = zigzag ## Specifies the order of the HUD bars. # type: string (comma-seperated list of key=value pairs) # default: breath=0, health=1 #hudbars_sorting = breath=0, health=1 ## Horizontal (x) main position of the HUD bars over the entire screen. # type: float # default: 0.5 0.0 1.0 #hudbars_pos_left_x = 0.5 0.0 1.0 ## Vertical (y) main position of the HUD bars over the entire screen. # type: float # default: 1.0 0.0 1.0 #hudbars_pos_left_y = 1.0 0.0 1.0 ## Horizontal (x) main position of the right HUD bars over the entire screen. # type: float # default: 0.5 0.0 1.0 #hudbars_pos_right_x = 0.5 0.0 1.0 ## Vertical main position (y) of the right HUD bars over the entire screen. # type: float # default: 1.0 0.0 1.0 #hudbars_pos_right_y = 1.0 0.0 1.0 ## Precise x offset in pixels from the basic screen x position of the HUD bars. # type: int # default: -175 #hudbars_start_offset_left_x = -175 ## Precise y offset in pixels from the basic screen y position of the HUD bars. # type: int # default: -86 #hudbars_start_offset_left_y = -86 ## Precise x offset in pixels from the basic screen x position of the right HUD bars. # type: int # default: 15 #hudbars_start_offset_right_x = 15 ## Precise y offset in pixels from the basic screen y position of the right HUD bars. # type: int # default: -86 #hudbars_start_offset_right_y = -86 ## Precise x offset in pixels from the basic screen x position of the HUD statbars. # type: int # default: -256 #hudbars_start_statbar_offset_left_x = -256 ## Precise y offset in pixels from the basic screen y position of the HUD statbars. # type: int # default: -90 #hudbars_start_statbar_offset_left_y = -90 ## Precise x offset in pixels from the basic screen x position of the right HUD statbars. # type: int # default: 25 #hudbars_start_statbar_offset_right_x = 25 ## Precise y offset in pixels from the basic screen y position of the right HUD statbars. # type: int # default: -90 #hudbars_start_statbar_offset_right_y = -90 ## The vertical distance between two HUD bars, in pixels. # type: int # default: 24 0 #hudbars_vmargin = 24 0 ## Hud bars display refresh rate (in seconds). # type: float # default: 0.1 0.0 4.0 #hudbars_tick = 0.1 0.0 4.0 # *** inventory_plus *** ## Use a smaller inventory UI for smaller screens. # type: bool # default: false inventory_craft_small = false ## The default page to show when first opening the inventory # type: string # values: craft, ??? # default: craft inventory_default = craft ########### ## WORLD ## ########### # *** bedrock2 *** ## Sets the Y coordinate on which the bedrock layer will be created # type: int # default: -30912 bedrock2_y = -28000 # *** biome_lib *** ## To slow down the playback of the queue (e.g. for really slow machines where # the 0.2 second max limiter isn't enough). Default is 100 (basically percent # of maximum runtime). # type: int # min: 1 # max: 100 # default: 100 #biome_lib_queue_run_ratio = 100 # *** ethereal *** ethereal.use_animalmaterials = true # *** worldedge *** ## Limit the size of the world causing players to "circle around" (teleport) # when the edge is reached. # type: int # default: 30000 world_edge = 30000 # *** areas *** # Specify where 'areas' data should be stored. # type: string # default: /areas.dat #areas.filename = # Allow players to protect their own areas # type: bool # default: false areas.self_protection = true # ??? # type: string # default: interact #areas.self_protection_privilege = interact # ??? # type: pos # default: {x=64, y=128, z=64} areas.self_protection_max_size = {x=128, y=192, z=128} # ??? # type: int # default: 4 areas.self_protection_max_areas = 10 # ??? (requires 'areas_high_limit' privilege). # type: pos # default: {x=512, y=512, z=512} #areas.self_protection_max_size_high = {x=512, y=512, z=512} # ??? (requires 'areas_high_limit' privilege). # type: int # default: 32 #areas.self_protection_max_areas_high = 32 ############## ## MODPACKS ## ############## # *** animalmaterials *** # ## animalmaterials ## Registers 'animalmaterials:lass' as alias of 'mobs:magic_lasso' if 'mobs' mod # is available. # type: bool # default: false animalmaterials.override_lasso = true # *** animals_aggressive *** # ## mob_shark ## Interval in seconds that specifies how often shark spawns. # type: int # default: 60 #mobs.shark_interval = 60 ## Chance for each node of spawning shark at each interval. The value # is inverted. So a chance of value of 9000 equals 1/9000. # type: int # default: 9000 #mobs.shark_chance = 9000 ## Minimum node light required for spawning. "0" is darkest & "14" is # lightest (daylight). # type: int # default: 4 #mobs.shark_min_light = 4 ## Maximum node light required for spawning. "0" is darkest & "14" is # lightest (daylight). # type: int # default: 14 #mobs.shark_max_light = 14 # Minimum height at which shark can spawn. # type: int # default: -30 #mobs.shark_min_height = -30 # Maximum height at which shark can spawn. # type: int # default: -3 #mobs.shark_max_height = -3 # Times that shark can spawn. # type: enum # values: day, night, any # default: any #mobs.shark_spawn_time = any # *** castle *** # ## castle_masonry ## Stonewall. # type: bool # default: true #castle_masonry_stonewall = true ## Cobble. # type: bool # default: true #castle_masonry_cobble = true ## Stone Brick. # type: bool # default: true #castle_masonry_stonebrick = true ## Sandstone Brick # type: bool # default: true #castle_masonry_sandstonebrick = true ## Desert Stone Brick. # type: bool # default: true #castle_masonry_desertstonebrick = true ## Stone. # type: bool # default: true #castle_masonry_stone = true ## Sandstone. # type: bool # default: true #castle_masonry_sandstone = true ## Desert Stone. # type: bool # default: true #castle_masonry_desertstone = true ## Wood. # type: bool # default: false #castle_masonry_wood = false ## Ice. # type: bool # default: false #castle_masonry_ice = false ## Snow. # type: bool # default: false #castle_masonry_snow = false ## Obsidian Brick. # type: bool # default: false #castle_masonry_obsidianbrick = false ## Pillars. # type: bool # default: true #castle_masonry_pillar = true ## Arrow slits. # type: bool # default: true #castle_masonry_arrowslit = true ## Murder holes and machicolations. # type: bool # default: true #castle_masonry_murderhole = true # ## crafting_bench ## The number of seconds between each operation of the crafting bench. # type: int # min: 1 # max: 60 # default: 5 #crafting_bench_crafting_rate = 5 # *** dinosaurs_aggressive *** # ## velociraptor [*Dinosaurs (Aggressive)] [**velociraptor] ## Use alternate "feathered" texture. # type: bool # default: false #mobs.velociraptor_feathered = false ## Interval in seconds that specifies how often velociraptor spawns. # type: int # min: 0 # default: 30 #mobs.velociraptor_interval = 30 ## Chance for each node of spawning velociraptor at each interval. The value # is inverted. So a chance of value of 32000 equals 1/32000. # type: int # min: 0 # default: 32000 #mobs.velociraptor_chance = 32000 ## Minimum node light required for spawning. "0" is darkest & "14" is # lightest (daylight). # See: [Node definition] light_source # type: int # min: 0 # max: 14 # default: 10 #mobs.velociraptor_min_light = 10 ## Maximum node light required for spawning. "0" is darkest & "14" is # lightest (daylight). # See: [Node definition] light_source # type: int # min: 0 # max: 14 # default: 14 #mobs.velociraptor_max_light = 14 ## Maximum height at which velociraptor can spawn. # type: int # default: 31000 #mobs.velociraptor_max_height = 31000 ## Times that velociraptor can spawn. # type: enum # values: day, night, any # default: any #mobs.velociraptor_spawn_time = any ############## ## MESECONS ## ############## # *** mesecons *** # ## mesecons # ??? # type: int # default: 600 #mesecon.foreceload_timeout = 600 # The value at which circuits will overheat. # type: int # default: 20 #mesecon.overheat_max = 20 # Resume time. # type: int # default: 4 #mesecon.resumetime = 4 ## Cooldown time. # type: float # default: 2.0 #mesecon.cooldown_time = 2.0 ## Cooldown granularity. # type: float # default: 0.5 #mesecon.cooldown_granularity = 0.5 # ## mesecons_blinkyplant ## Plant interval. # type: int # default: 3 #mesecon.blinky_plant_interval = 3 # ## mesecons_detector ## Detector radius. # type: int # default: 6 #mesecon.detector_radius = 6 ## Detector max distance. # type: int # default: 10 #mesecon.node_detector_distance_max = 10 # ## mesecons_luacontroller ## Max. # type: int # default: 64000 #mesecon.luacontroller_string_rep_max = 64000 ## Digiline max length. # type: int # default: 50000 #mesecon.luacontroller_digiline_maxlen = 50000 ## Max events. # type: int # default: 10000 #mesecon.luacontroller_maxevents = 10000 ## Memory size. # type: int # default: 100000 #mesecon.luacontroller_memsize = 100000 # ## mesecons_movestones ## Speed. # type: int # default: 3 #mesecon.movestone_speed = 3 ## Max push # type: int # default: 50 #mesecon.movestone_max_push = 50 ## Max pull # type: int # default: 50 #mesecon.movestone_max_pull = 50 # ## mesecons_pistons ## Max push. # type: int # default: 15 #mesecon.piston_max_push = 15 ## Max pull. # type: int # default: 15 #mesecon.piston_max_pull = 15 # ## mesecons_pressureplates ## Interval. # type: float # default: 0.1 #mesecon.pplate_interval = 0.1 # *** minetest_game *** # **** beds ## Allow players to respawn on death at last bed slept in. # type: bool # default: true enable_bed_respawn = true ## Allow players to skip to morning when more than half online are in bed. # type: bool # default: true enable_bed_night_skip = true ## If enabled with 'enable_bed_night_skip', allows any single player in bed # to skip night. # type: bool # default: false enable_single_night_skip = true # **** bones ## Manages how item loss is handled when a player dies. # type: enum # values: bones, drop, keep # default: bones bones_mode = bones ## The time in seconds after which the bones of a dead player can be looted by # anyone. Set to 0 to disable # type: string # default: 1200 share_bones_time = 1200 ## How much earlier the bones of a dead player can be looted by anyone if the # player dies in a protected area they don't own. # Set to 0 to disable. # type: string # default: share_bones_time / 4 share_bones_time_early = share_bones_time / 4 # **** creative # Whether server will be initiated in creative mode # type: bool # default: false creative_mode = false # **** default ## If enabled, lava will "cool" & turn into stone & obsidian when touching # water. # type: bool # default: true #enable_lavacooling = true # **** fire ## 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. # type: bool # default: true #enable_fire = true ## Disable random fire spurts. Opposite of (& overridden by) # 'enable_fire'. # type: bool # default: false #disable_fire = false # Enable flame sound. # type: bool # default: true #flame_sound = true # **** give_initial_stuff ## If enabled, items defined in 'initial_stuff' setting will be given # to players. # type: bool # default: false give_initial_stuff = true ## Defines what items new players will start with if 'give_initial_stuff' # setting is enabled. # type: string (list) initial_stuff = default:sword_stone,default:pick_steel,default:apple 10 # **** stairs # Replaces old stairs with new ones (Only required for older worlds). # type: bool # default: false #enable_stairs_replace_abm = false # **** tnt ## When TNT explodes, it destroys nearby nodes and damages nearby players. # NOTE: This setting is disabled by default on servers. # type: bool # default: true enable_tnt = true ## The radius in which nodes will be destroyed by a TNT explosion. # type: int # min: 0 # default: 3 #tnt_radius = 3 # *** moremesecons *** # **** moremesecons_adjustable_blinkyplant ## Minimal interval authorized. Any lower will be set to it. # type: float # default: 0.5 #moremesecons_adjustable_blinky_plant.min_interval = 0.5 # **** moremesecons_commandblock ## Space-separated list of authorized commands. # Empty to authorize all. # type: string # default: tell #moremesecons_commandblock.authorized_commands = 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. # type: float # default: 8 #moremesecons_commandblock.nearest_max_distance = 8 # **** moremesecons_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. # type: float # default: 10 #moremesecons_jammer.max_distance = 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. # type: bool # default: false #moremesecons_jammer.enable_lbm = false # **** moremesecons_playerkiller ## 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. # type: float # default: 8 #moremesecons_playerkiller.max_distance = 8 # **** moremesecons_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...) # type: bool # default: true #moremesecons_sayer.use_speech_dispatcher = 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. # type: float # default: 8 #moremesecons_sayer.max_distance = 8 # **** moremesecons_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. # type: float # default: 50 #moremesecons_teleporter.max_t2t_distance = 50 ## Maximum player-to-teleporter distance. # # Any value less than or equal to 0 will be set to 1 # type: float # default: 25 #moremesecons_teleporter.max_p2t_distance = 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. # type: bool # default: false #moremesecons_teleporter.enable_lbm = false # **** moremesecons_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. # type: float # default: 15 #moremesecons_wireless.jammer_max_distance = 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. # type: bool # default: false #moremesecons_wireless.enable_lbm = false