# 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 (Enable debugging messages) bool false # Limits flowing liquids. liquid_finite (Finite liquid) bool false [*Mobiles (Mobs)] # Announce to all players when & where a mob is spawned. display_mob_spawn (Announce spawn) bool false # Display blood spatter during battle. mobs_enable_blood (Enable blood) bool false mobs_spawn_protected (Spawn protected) int 0 # Only spawn mobs that don't attack players. only_peaceful_mobs (Peaceful only) bool false remove_far_mobs (Remove far mobs) bool false # --------------------------------------------------------------------------------- [Mods] [*airtanks] # If 'enable_tool_wear' is enabled, air tanks will begin to wear out when used. airtanks_enable_wear (Wear out when used) bool true # If 'airtanks_enable_wear' is enabled, air tanks will wear out even in creative mode. airtanks_wear_in_creative (Wear out in creative mode) bool true # 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 [*bedrock2] # Sets the height (Y) at which the bedrock layer will be created. bedrock2_y (Bedrock height) int -30912 [*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 [*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 [*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 [*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 [*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. # # Player models known / supported: # | ■ default_character_v1; used in: # | ● minetest_game before 25 nov 2016 # | ● 3d_armor before 27 nov 2016 (overrides model from minetest_game) # | ■ default_character_v2; used in: # | ● minetest_game after 25 nov 2016 # | ● 3d_armor after 27 nov 2016 (overrides model from minetest_game) player_model_version (Version of player model) enum default_character_v2 default_character_v1,default_character_v2 [*slingshot] # Require rubber band as additional ingredient in slingshot craft recipes. slingshot.require_rubber_band (Require rubber band in craft recipe) bool true [*sneeker] # Sets maximum number of spawns that can exist in world. sneeker.spawn_cap (Maximum spawns) int 10 # Sets possibility for spawn. sneeker.spawn_chance (Spawn chance) int 1000 # Sets frequency of spawn chance. # Default 2400 is equivalent to 2 minutes (60 * 4). sneeker.spawn_interval (Spawn interval) int 2400 # Sets the maximum light that a node can have for spawn to occur. sneeker.spawn_maxlight (Max node light for spawn) int 5 [*spawneggs] spawneggs.egg_interval (Spawn interval) int 600 spawneggs.egg_chance (Spawn chance) int 3000 spawneggs.grass_interval (Grass interval) int 600 spawneggs.grass_chance (Grass chance) int 3000 # Allow eggs to spawn randomly in the world. spawneggs.enable_node_spawn (Enable node spawn) bool true # --------------------------------------------------------------------------------- [Modpacks] [*Animal Materials] [**animalmaterials] # Registers 'animalmaterials:lass' as alias of 'mobs:magic_lasso' if 'mobs' mod # is available. animalmaterials.override_lasso (Use 'magic_lasso' from 'mobs' mod) 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 (Resume time) int 4 mesecon.overheat_max (Overheat max) int 20 mesecon.cooldown_time (Cooldown time) float 2.0 mesecon.cooldown_granularity (Cooldown granularity) float 0.5 [**mesecons_blinkyplant] mesecon.blinky_plant_interval (Plant interval) int 3 [**mesecons_detector] mesecon.detector_radius (Detector radius) int 6 mesecon.node_detector_distance_max (Detector max distance) int 10 [**mesecons_luacontroller] mesecon.luacontroller_string_rep_max (Max) int 64000 mesecon.luacontroller_digiline_maxlen (Digiline max length) int 50000 mesecon.luacontroller_maxevents (Max events) int 10000 mesecon.luacontroller_memsize (Memory size) int 100000 [**mesecons_movestones] mesecon.movestone_speed (Speed) int 3 mesecon.movestone_max_push (Max push) int 50 mesecon.movestone_max_pull (Max pull) int 50 [**mesecons_pistons] mesecon.piston_max_push (Max push) int 15 mesecon.piston_max_pull (Max pull) int 15 [**mesecons_pressureplates] mesecon.pplate_interval (Interval) float 0.1 [*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 [*Mob Engine] [**creatures] # Replace certain items with ones from "mobs" (mobs_redo) engine if available. # E.g., 'mobs:meat_raw' will be used instead of 'creatures:flesh'. creatures.mobs_replace_items (Use items from 'mobs' engine) bool false [*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] # 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