# This file contains settings of Antum game that can be changed in # minetest.conf # --------------------------------------------------------------------------------- [General] # Tools & weapons will wear down & break when used for digging, chopping, etc. enable_tool_wear (Tools wear & break on use) bool true # Tools & weapons will wear down & break when used for attacking/fighting. enable_weapon_wear (Weapons wear & break when fighting) bool true # Logs extra debug messages. enable_debug_mods (Enable debugging messages) bool false # Limits flowing liquids. liquid_finite (Finite liquid) bool false # Inventory interface to use. inventory (Inventory interface) enum sfinv sfinv,inventory_plus # Allow players to craft ATM machines. allow_atm_craft (Allow ATM crafting) bool true [*Mobiles General] # Only spawn mobs that don't attack players. only_peaceful_mobs (Peaceful only) bool false # Displays nametags above mobs. enable_mob_nametags (Enable mob nametags) bool false [*Mounts] # Mounts turn with player look direction. # # Often mounts use the a/d keys for turning. For mods that respect # this setting, this will be changed to turn with the direction the # player is looking. mount_turn_player_look (Turn with look direction) bool false # --------------------------------------------------------------------------------- [Mods] [*Mobiles] [**mobs_redo] # If false then mobs no longer spawn in world without spawner or spawn egg mobs_spawn (Spawn Mobs) bool true # Disable blood splatter when attacking mobs. mobs_disable_blood (Disable Mob blood) bool false # If disabled then Mobs no longer destroy world blocks mobs_griefing (Griefing Mobs) bool true # If false then Mobs no longer spawn inside player protected areas mobs_spawn_protected (Spawn Mobs in protected areas) bool true # If true Mobs will be removed once a map chunk is out of view remove_far_mobs (Remove far Mobs) bool true # Sets Mob difficulty level by multiplying punch damage mob_difficulty (Mob difficulty) float 1.0 # If disabled health status no longer appears above Mob when punched mob_show_health (Show Mob health) bool true # Contains a value used to multiply Mob spawn values mob_chance_multiplier (Mob chance multiplier) float 1.0 # When false Mob no longer drop items when killed mobs_drop_items (Mob drops) bool true # Sets minimum distance around player that mobs cannot spawn mob_nospawn_range (Mob no-spawn range) float 12.0 # Sets maximum number of active mobs in game (0 for unlimited) mob_active_limit (Mob Active Limit) float 0 # Enables area check when spawning mobs mob_area_spawn (Mob Area Spawn) bool false # Enable peaceful player attack prevention enable_peaceful_player (Mobs do not attack peaceful player without reason) bool false [**cmer] mobs.particles (Enable particles) bool false # Displays nametags above mobs. mobs.nametags (Enable mob nametags) bool false # Determines if owned entities can be killed by non-owners. mobs.grief_owned (Players can kill owned) bool false [**chicken] # Entity lifespan. # # type: int # default: 300 chicken.lifetime (Lifespan) int 300 1 # Spawn interval in seconds. # # type: int # default: 120 chicken.spawn_interval (Spawn interval) int 120 1 # Chance of spawn at interval. # # type: int # default: 9000 chicken.spawn_chance (Spawn chance) int 9000 1 [**cow] # Spawn interval in seconds. # # type: int # default: 60 cow.spawn_interval (Spawn interval) int 60 1 # Chance of spawn at interval. # # type: int # default: 8000 cow.spawn_chance (Spawn chance) int 8000 1 [**ghost] # Entity lifespan. # # type: int # default: 300 ghost.lifetime (Lifespan) int 300 1 # Spawn interval in seconds. # # type: int # default: 40 ghost.spawn_interval (Spawn interval) int 40 1 # Chance of spawn at interval. # # type: int # default: 7300 ghost.spawn_chance (Spawn chance) int 7300 1 [**kitten] # Spawn interval in seconds. # # type: int # default: 60 kitten.spawn_interval (Spawn interval) int 60 1 # Chance of spawn at interval. # # type: int # default: 10000 kitten.spawn_chance (Spawn chance) int 10000 1 [**shark] # Interval in seconds that specifies how often shark spawns. shark.interval (Shark spawn interval) int 60 0 # Chance for each node of spawning shark at each interval. The value # is inverted. So a chance of value of 9000 equals 1/9000. shark.chance (Shark spawn chance) int 9000 0 # Minimum node light required for spawning. "0" is darkest & "14" is # lightest (daylight). # See: [Node definition] light_source shark.min_light (Shark min spawn light) int 4 0 14 # Maximum node light required for spawning. "0" is darkest & "14" is # lightest (daylight). # See: [Node definition] light_source shark.max_light (Shark max spawn light) int 14 0 14 # Minimum height at which shark can spawn. shark.min_height (Shark min spawn height) int -30 # Maximum height at which shark can spawn. shark.max_height (Shark max spawn height) int 100 # Times that shark can spawn. # # Modes supported: # | ■ day: spawns during day # | ■ night: spawns during night # | ■ any: spawns anytime shark.spawn_time (Shark spawn time) enum any day,night,any [**skeleton] # Entity lifespan. # # type: int # default: 900 skeleton.lifetime (Lifespan) int 900 1 # Spawn interval in seconds. # # type: int # default: 120 (2 minutes) skeleton.spawn_interval (Spawn interval) int 120 1 # Chance of spawn at interval. # # type: int # default: 7000 skeleton.spawn_chance (Spawn chance) int 7000 1 [**sneeker] # Extra debugging messages. enable_debug_mods (Mod debugging) bool false # How long (in seconds) sneeker remains in world after spawn. # # Default: 900 (15 minutes) sneeker.lifetime (Sneeker lifetime) int 900 # Loudness of explosion. # # Those with a weak heart might want to turn it down. sneeker.boom_gain (Boom volume) float 1.5 # Determines whether or not a player must be close for spawn to occur. sneeker.spawn_require_player_nearby (Require player nearby for spawn) bool true # Distance in nodes a player must be for spawn to occur. # # Only used if `sneeker.spawn_require_player_nearby` enabled. sneeker.spawn_player_radius (Player spawn detect radius) int 100 # If enabled, mobs not near any players will despawn. sneeker.despawn_player_far (Despawn sneekers not near players) bool true # Distance determining if a player is near enough to prevent despawn. # # Only used if `sneeker.despawn_player_far` enabled. sneeker.despawn_player_radius (Player despawn detect radius) int 500 # Sets possibility for spawn. # # Rate is the inverted value (e.g. 1/value). sneeker.spawn_chance (Sneeker spawn chance) int 10000 # Sets frequency of spawn chance. Default 240 is equivalent to 4 minutes (60 * 4). sneeker.spawn_interval (Sneeker spawn interval) int 240 # Sets the minimum light that a node must have for spawn to occur. sneeker.spawn_minlight (Sneeker min light for spawn) int 0 0 15 # Sets the maximum light that a node can have for spawn to occur. sneeker.spawn_maxlight (Sneeker max light for spawn) int 4 0 15 # Sets the lowest position at which sneeker can spawn. sneeker.spawn_minheight (Sneeker min spawn height) int -31000 # Sets the highest position at which sneeker can spawn. sneeker.spawn_maxheight (Sneeker max spawn height) int 31000 # Limits the number of entities that can spawn per mapblock (16x16x16). sneeker.spawn_mapblock_limit (Sneeker spawn limit) int 1 [**velociraptor] # Used alternate "feathered" texture. mobs.velociraptor_feathered (Feathered velociraptor) bool false # Interval in seconds that specifies how often velociraptor spawns. mobs.velociraptor_interval (Velociraptor spawn interval) int 30 0 # Chance for each node of spawning velociraptor at each interval. The value # is inverted. So a chance of value of 32000 equals 1/32000. mobs.velociraptor_chance (Velociraptor spawn chance) int 32000 0 # Minimum node light required for spawning. "0" is darkest & "14" is # lightest (daylight). # See: [Node definition] light_source mobs.velociraptor_min_light (Velociraptor min spawn light) int 10 0 14 # Maximum node light required for spawning. "0" is darkest & "14" is # lightest (daylight). # See: [Node definition] light_source mobs.velociraptor_max_light (Velociraptor max spawn light) int 14 0 14 # Maximum height at which velociraptor can spawn. mobs.velociraptor_max_height (Velociraptor max spawn height) int 31000 # Times that velociraptor can spawn. # # Modes supported: # | ■ day: spawns during day # | ■ night: spawns during night # | ■ any: spawns anytime mobs.velociraptor_spawn_time (Velociraptor spawn time) enum any day,night,any [**whinny] # If enabled, messages all players when spawned. display_mob_spawn (Display spawn) bool false # If disabled, whinny will attack players. whinny.peaceful_only (Only peaceful) bool true # Inverted chance that entity will spawn. whinny.spawn_chance (Spawn chance) int 50000 0 # Minimum height at which entity can spawn. whinny.spawn_height_min (Spawn min height) int -500 # Maximum height at which entity can spawn. whinny.spawn_height_max (Spawn max height) int 500 [**zombie] # Entity lifespan. # # type: int # default: 300 (5 minutes) zombie.lifetime (Lifespan) int 300 1 # Spawn interval in seconds. # # type: int # default: 36 zombie.spawn_interval (Spawn interval) int 36 1 # Chance of spawn at interval. # # type: int # default: 7600 zombie.spawn_chance (Spawn chance) int 7600 1 [*airtanks] # Number of uses for steel air tanks. airtanks_steel_uses (Steel air tank uses) int 30 2 1000 # Number of uses for copper air tanks. airtanks_copper_uses (Copper air tank uses) int 10 2 1000 # Number of uses for bronze air tanks. airtanks_bronze_uses (Bronze air tank uses) int 20 2 1000 # If 'enable_tool_wear' is enabled, air tanks will begin to wear out when used. airtanks_enable_wear (Wear out when used) bool true # Air tanks will wear out even in creative mode. airtanks_wear_in_creative (Wear out in creative mode) bool true # Enable double tanks. airtanks_enable_double (Enable double tanks) bool true # Enable triple tanks. airtanks_enable_triple (Enable triple tanks) bool true # Compressor requires fuel. airtanks_compressor_needs_fuel (Compressor requires fuel) bool true [*awards] # Add default achievements from the awards mod. awards.add_defaults (Add Default Achievements) bool true [*bike] # The maximum speed of a bike in m/s bike_max_speed (Maximum speed) float 6.9 # The acceleration of a bike in m/s^2 bike_acceleration (Acceleration) float 3.16 # The decceleration of a bike caused by braking in m/s^2 bike_decceleration (Decceleration) float 7.9 # The decceleration of a bike caused by friciton in m/s^2 bike_friction (Friction) float 0.79 # The turning speed of a stopped bike in rad/s bike_turn_speed (Turn speed) float 1.58 # The speed in m/s bellow which the bike accelerates linearily bike_friction_cone (Friction cone) float 0.4 # How many nodes can be climbed/jumped bike_stepheight (Step height) float 0.6 0 # How many nodes can be climbed/jumped with wheely bike_wheely_stepheight (Wheely step height) float 0.6 0 # The factor by which the turning speed is increased by wheely bike_wheely_factor (Wheely factor) float 2.0 # The factor by which the bike slows down per second in water bike_water_friction (Water friction) float 13.8 # The factor by which the bike slows down per second offroad bike_offroad_friction (Offroad friction) float 1.62 [*biome_lib] # Comma-separated list of things that a spawned node is allowed to grow # through. Air is always added to whatever else you specify here. biome_lib_default_grow_through_nodes (List of things a plant can grow through) string default:snow # Comma-separated list of nodes that should be treated as water or water-like # for the sake of looking for neighboring wet ground. biome_lib_default_water_nodes (List of "water-like" sources) string default:water_source,default:water_flowing,default:river_water_source,default:river_water_flowing # Comma-separated list of nodes that should be considered "wet" if one of # the configured "water-like" sources is nearby. biome_lib_default_wet_surfaces (List of "wet" nodes) string default:dirt,default:dirt_with_grass,default:sand # Comma-separated list of nodes that something must be sitting on to be # able to actively change from one thing to another (such as a sapling # growing into a tree), to be used if the mod that added that growable # thing didn't provide its own list of suitable surfaces. biome_lib_default_grow_nodes (List of default surfaces a plant can thrive on) string default:dirt_with_grass # Comma-separated list of nodes to use as the "root" of something that can # gradually climb up a wall (such as ivy), to be used if the mod that added # the climing thing didn't provide its own list. biome_lib_default_ground_nodes (List of default root nodes) string default:dirt_with_grass # biome_lib divides its workload into "actions", as dictated by the sum # total of all mods that use it, and this sets how much of that work is done # per globalstep tick. If positive, a single action is executed on that # percentage of ticks, on average. If negative, it becomes positive, and # that many actions are executed on every single tick, skipping none. # More negative means more throughput, at the expense of lag. On fast PC's, # a setting of between -500 and -2000 might be good. biome_lib_queue_ratio (Queue run ratio) int -200 # Minetest's map generator allows neighboring areas to overflow into one # another, to create smooth terrain, but it often hands the map blocks that # comprise those areas to Lua (and hence, to biome_lib) before that overflow # function happens, which causes the mapgen to overwrite whatever Lua does # to them. This setting (in seconds) makes biome_lib wait before adding its # normal output to those map blocks, to give the engine plenty of time to # run that overflow feature first. biome_lib_block_timeout (Deferred block timeout) int 300 # This does just what it sounds like - it shows all debug output that's sent # with a level equal to or greater than this value. A setting of 0 shows only # the bare necessities, such as the startup and shutdown messages, 1 adds # internal non-fatal errors to what's shown, 2 adds warnings, 3 adds other # basic info, 4 adds all the verbose debugging spew. 3 is perhaps the most # useful setting. biome_lib_debug_log_level (Debug log level) int 0 [*bright_night] # Minimum light level for night time. Must be between 3 and 15. bright_night_light (Night light level) int 4 [*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 [*craftguide] # The progressive mode shows recipes you can craft from items you ever had in your inventory. craftguide_progressive_mode (Learn crafting recipes progressively) bool false # Enables/Disables craftguide button in inventory if sfinv mod present. craftguide.show_inv_button (Show craftguide in inventory) bool false [*currency] # Is income enabled? currency.income_enabled (Is currency income enabled?) bool true # Is income enabled for creative players? currency.creative_income_enabled (Is income enabled for creative players?) bool true # Item that is given as income by the currency mod. currency.income_item (Currency income item) string currency:minegeld_10 # Number of items given as income. currency.income_count (Currency income item) int 1 1 65535 # Length of time (in seconds) between checking if a user should get income. currency.income_period (Currency income period) int 720 [*ethereal] # Instead of registering new item 'ethereal:bone', registers alias of 'animalmaterials.bone'. ethereal.use_animalmaterials (Use bone from animalmaterials) bool false [*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 [*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. hudbars_autohide_stamina (Automatically hide staminal indicator) bool true # Sprint speed multiplier. sprint_speed (Sprint speed multiplier) float 1.3 # Sprint jump multiplier. sprint_jump (Sprint jump multiplier) float 1.1 # Which key to use for sprint. Default: "Use" ("E" key by default). sprint_key (Sprint key) enum Use Use # Require player to move forward only to be able to sprint. sprint_forward_only (Sprint forward only) bool true # The amount of particles to spawn behind a sprinting player. sprint_particles (Particles) float 2 # Drain stamina while sprinting. sprint_stamina (Stamina) bool true # The amount of stamina to drain while sprinting. sprint_stamina_drain (Stamina drain) float 2 # The amount of seconds before starting to replenish stamina. sprint_stamina_replenish (Stamina replenish) float 2 # Drain satiation while sprinting. sprint_starve (Starve) bool true # The amount of satiation to drain while sprinting. sprint_starve_drain (Starve drain) float 0.5 # Drain air while sprinting under water. sprint_breath (Breath) bool true # The amount of air to drain while sprinting under water. sprint_breath_drain (Breath drain) float 1 [*helicopter] # If enabled, places helicopter in inventory instead of destroying it # when punched. helicopter.pick_up (Place in inventory) bool false [*hidename] # Use alpha color level to hide nametag instead of clearing text. hidename.use_alpha (Use nametag alpha level) bool false [*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. # # The following values are allowed: # | ■ 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 [*listitems] # Displays items in a bulleted list. listitems.bullet_list (Bulleted list) bool true # Registers "/list" commands. listitems.enable_singleword (Enable singleword commands) bool true [*moreblocks] # If enabled, Stairs+ nodes will be displayed in the inventory when playing in creative mode. # Disabling this can speed up loading times for clients as fewer nodes need to be registered in the creative inventory. moreblocks.stairsplus_in_creative_inventory (Display Stairs+ nodes in creative inventory) bool true [*motorbike] # If enabled, bike is placed in inventory when punched. motorbike.punch_inv (Punch places in inventory) bool false [*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 [*pvp_areas] # Allow PvP by default. pvp_areas.enable_pvp (PvP by default) bool false # When not enabled PvP Control areas are kill zones. pvp_areas.safemode (PvP Control areas are safe zones) bool false # If ShadowNinja's `areas` mod is also present with HUD registration feature, # this label will be displayed anywhere a PvP Control area has been set. pvp_areas.label (Show PvP area labels) string Defined area. [*server_shop] # If currency mod is installed, automatically set up values for minegeld notes. server_shop.use_currency_defaults (Use currency mod defaults) 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 [*trampoline] # Percent of damage absorbed when falling on a trampoline. Set to 100 to disable damage. trampoline.damage_absorb (Trampoline damage absorption) int 100 0 100 [*wardrobe] ## Number of skins shown per page. # # default: 8 wardrobe.skins_per_page (Skins per page) int 8 [*whitelist] # Enables/Disables whitelist feature. whitelist.enable (Enable whitelist) bool false # Sets a custom message to display when access to server is denied. whitelist.message (Whitelist message) string This server is whitelisted and you are not on the whitelist. # --------------------------------------------------------------------------------- [Modpacks] [*3D Armor] [**3d_armor] armor_material_wood (Enable wood armor) bool true armor_material_cactus (Enable cactus armor) bool true armor_material_steel (Enable steel armor) bool true armor_material_bronze (Enable bronze armor) bool true armor_material_diamond (Enable diamond armor) bool true armor_material_gold (Enable gold armor) bool true armor_material_mithril (Enable mithril armor) bool true armor_material_crystal (Enable crystal armor) bool true # Increase this if you get initialization glitches when a player first joins. armor_init_delay (Initialization delay) int 2 # Number of initialization attempts. # Use in conjunction with armor_init_delay if initialization problems persist. armor_init_times (Initialization attempts) int 10 # Increase this if armor is not getting into bones due to server lag. armor_bones_delay (Delay for bones) int 1 # How often player armor items are updated. armor_update_time (Armor refresh rate [seconds]) int 1 # Drop armor when a player dies. # Uses bones mod if present, otherwise items are dropped around the player. armor_drop (Drop armor on death) bool true # Pulverize armor when a player dies, overrides armor_drop. armor_destroy (Pulverize armor on death) bool false # You can use this to increase or decrease overall armor effectiveness, # eg: level_multiplier = 0.5 will reduce armor level by half. armor_level_multiplier (Armor effectiveness multiplier) float 1 # You can use this to increase or decrease overall armor healing, # eg: armor_heal_multiplier = 0 will disable healing altogether. armor_heal_multiplier (Armor healing multiplier) float 1 # Armor set item names, remove or add items to include them or remove them from whats considered an Armor set. armor_set_elements (Armor set items) string head torso legs feet shield # Bonus multiplier when wearing armor set, set to the same as armor_level_multiplier to disable armor_set_multiplier (Armor Set Bonus multiplier) float 1.1 # Enable water protection (periodically restores breath when activated). armor_water_protect (Enable water protection) bool true # Enable fire protection (defaults true if using ethereal mod). armor_fire_protect (Enable fire protection) bool false # Enable fire damage from torches (defaults true if using ethereal mod). armor_fire_protect_torch (Enable fire protection torch damage) bool false # Enable punch damage effects. armor_punch_damage (Enable damage effects) bool true # Enable migration of old armor inventories. armor_migrate_old_inventory (Migrate old armor inventories) bool true # Don't show armor on character model. armor_transparent (Transparent armor) bool false [**shields] shields_disable_sounds (Disable shield sounds) bool false [**technic_armor] # Enable or disable technic_armor. armor_enable_technic (Enable technic armor) bool true [**wieldview] # Set number of seconds between visible wielded item updates. wieldview_update_time (Wieldview refresh rate [seconds]) int 2 # Show nodes as tiles, disabled by default. wieldview_node_tiles (Show nodes as tiles) bool false [*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 (Startup delay) int 4 1 10 # The value at which circuits will overheat. mesecon.overheat_max (Device heat limit) int 20 1 100 mesecon.cooldown_time (Device cooldown time) float 2.0 0.1 10.0 mesecon.cooldown_granularity (Cooldown step length) float 0.5 0.0 1.0 [**mesecons_blinkyplant] mesecon.blinky_plant_interval (Plant blinking interval) int 3 1 5 [**mesecons_detector] mesecon.detector_radius (Player detector scanning radius) int 6 3 16 mesecon.node_detector_distance_max (Node detector distance limit) int 10 1 16 [**mesecons_luacontroller] mesecon.luacontroller_string_rep_max (string:rep result length limit) int 64000 1000 1000000 mesecon.luacontroller_digiline_maxlen (Digiline message size limit) int 50000 1000 1000000 mesecon.luacontroller_maxevents (Controller execution time limit) int 10000 1000 100000 mesecon.luacontroller_memsize (Controller memory limit) int 100000 10000 1000000 [**mesecons_movestones] mesecon.movestone_speed (Speed) int 3 1 10 mesecon.movestone_max_push (Max push) int 50 1 100 mesecon.movestone_max_pull (Max pull) int 50 1 100 [**mesecons_pistons] mesecon.piston_max_push (Max push) int 15 1 100 mesecon.piston_max_pull (Max pull) int 15 1 100 [**mesecons_pressureplates] mesecon.pplate_interval (Check interval) float 0.1 0.1 1.0 [*Minetest Game] [**beds] # 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 # If enabled with 'enable_bed_night_skip', allows any single player in bed # to skip night. enable_single_night_skip (Skip night if any player in bed) bool false [**bones] # Manages how item loss is handled when a player dies. # # Modes supported: # | ■ bones: # | ● Bones containing player's inventory contents are # | placed where/near player died. # | ■ drop: # | ● Inventory contents are dropped on the ground. # | ■ keep: # | ● Player does not lose items at death. bones_mode (Bones mode) enum bones bones,drop,keep # 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 (Bones share time) int 1200 0 # How much earlier the bones of a dead player can be looted by everyone if # the player dies in a protected area they don't own. # # 0 to disable. Default is "share_bones_time" divide by four (300). share_bones_time_early (Bones early share time) int 300 0 [**creative] # 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 [**default] # If enabled, lava will "cool" & turn into stone & obsidian when touching # water. enable_lavacooling (Lavacooling) bool 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. enable_fire (Fire) bool true # Opposite of (& overridden by) 'enable_fire'. disable_fire (Disable fire) bool false # Enable flame sound. flame_sound (Flame sound) bool true [**give_initial_stuff] # If enabled, items defined in 'initial_stuff' setting will be given # to players. give_initial_stuff (Give initial items) bool false # Defines what items new players will start with if 'give_initial_stuff' setting # is enabled. # # Comma-separated list: item1,item2 10,item3 initial_stuff (Initial items) string default:sword_stone,default:pick_steel,default:apple 10 [**stairs] [***Advanced] # Replaces old stairs with new ones (Only required for older worlds). enable_stairs_replace_abm (Replace old stairs) bool false [**tnt] # When TNT explodes, it destroys nearby nodes and damages nearby players. # # NOTE: 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 [*More Mesecons] [**moremesecons_adjustable_blinkyplant] # Minimal interval authorized. Any lower will be set to it. moremesecons_adjustable_blinky_plant.min_interval (Minimum interval) float 0.5 [**moremesecons_commandblock] # Space-separated list of authorized commands (empty to authorize all). moremesecons_commandblock.authorized_commands (Authorized commands) string tell # 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 [**moremesecons_jammer] # 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 # 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 Jammer registration LBM) bool false [**moremesecons_playerkiller] # 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 [**moremesecons_sayer] # 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 Speech Dispatcher) bool true # 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 (Sayer range) float 8 [**moremesecons_teleporter] # 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 # 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 # 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 Teleporter registration LBM) bool false [**moremesecons_wireless] # Whether to enable the wireless jammer node moremesecons_wireless.enable_jammer (Enable wireless jammer) bool true # 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 # 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 Wireless registration LBM) bool false