game-antum/minetest.conf.example

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# This file contains a list of all available settings and their default value for minetest.conf
# By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #.
# minetest.conf is read by default from:
# ../minetest.conf
# ../../minetest.conf
# Any other path can be chosen by passing the path as a parameter
# to the program, eg. "minetest.exe --config ../minetest.conf.example".
# Further documentation:
# http://wiki.minetest.net/
# *** CLIENT 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 =
## 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:
# - <nothing> (no logging)
# - none (messages with no level)
# - error
# - warning
# - action
# - info
# - verbose
# type: enum values: , warning, action, info, verbose
#debug_log_level = action
## IPv6 support.
# type: bool
#enable_ipv6 = true
## Advanced
## Default timeout for cURL, stated in milliseconds.
# Only has an effect if compiled with cURL.
# type: int
#curl_timeout = 5000
## Limits number of parallel HTTP requests. Affects:
# - Media fetch if server uses remote_media setting.
# - Serverlist download and server announcement.
# - Downloads performed by main menu (e.g. mod manager).
# Only has an effect if compiled with cURL.
# type: int
#curl_parallel_limit = 8
## Maximum time in ms a file download (e.g. a mod download) may take.
# type: int
#curl_file_download_timeout = 300000
## Makes DirectX work with LuaJIT. Disable if it causes troubles.
# type: bool
#high_precision_fpu = true
## 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
## Allow players to craft ATM machines.
# type: bool
# default: true
#allow_atm_craft = false
###########
## 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 ***
## If false then mobs no longer spawn in world without spawner or spawn egg.
# type: bool
# default: true
#mobs_spawn = true
## If enabled then monsters no longer spawn in world.
# type: bool
# default: false
#only_peaceful_mobs = false
## Disable blood splatter when attacking mobs.
# type: bool
# default: false
#mobs_disable_blood = false
## If disabled then Mobs no longer destroy world blocks.
# type: bool
# default: true
#mobs_griefing = true
## If false then Mobs no longer spawn inside player protected areas.
# type: bool
# default: true
#mobs_spawn_protected = true
## If true Mobs will be removed once a map chunk is out of view.
# type: bool
# default: true
#remove_far_mobs = true
## Sets Mob difficulty level by multiplying punch damage.
# type: float
# default: 1.0
#mob_difficulty = 1.0
## If disabled health status no longer appears above Mob when punched.
# type: bool
# default: true
#mob_show_health = true
## Contains a value used to multiply Mob spawn values.
# type: float
# default: 1.0
#mob_chance_multiplier = 1.0
## When false Mob no longer drop items when killed.
# type: bool
# default: true
#mobs_drop_items = true
# *** chicken ***
## Entity lifespan.
# type: int
# default: 300
#chicken.lifetime = 300
## Spawn interval in seconds.
# type: int
# default: 120
#chicken.spawn_interval = 120
## Chance of spawn at interval.
# type: int
# default: 9000
#chicken.spawn_chance = 9000
# *** shark ***
## Interval in seconds that specifies how often shark spawns.
# type: int
# min: 0
# default: 60
#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
# min: 0
# default: 9000
#shark.chance = 9000
## 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: 4
#shark.min_light = 4
## 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
#shark.max_light = 14
## Minimum height at which shark can spawn.
# type: int
# default: -30
#shark.min_height = -30
## Maximum height at which shark can spawn.
# type: int
# default: 100
#shark.max_height = 100
## Times that shark can spawn.
# type: enum
# default: any
#
# Modes supported:
# | ■ day: spawns during day
# | ■ night: spawns during night
# | ■ any: spawns anytime
#shark.spawn_time = any
# *** 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
# *** horse ***
## Entity lifespan.
# type: int
# default: 300
#horse.lifetime = 300
## Spawn interval in seconds.
# type: int
# default: 600 (10 minutes)
#horse.spawn_interval = 600
## Chance of spawn at interval.
# type: int
# default: 9000
#horse.spawn_chance = 9000
###############
## 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.
# type: enum
# values: MTG_4_Jun_2017, MTG_4_Nov_2017
# default: MTG_4_Jun_2017
#playeranim.model_version = MTG_4_Jun_2017
## The number of frame delay of sideways body rotation. (between 1 and 20).
# type: int
# min: 1
# max: 20
# default: 7
#playeranim.body_rotation_delay = 7
## The degrees of the body's X-axis rotation in sneaking.
# type: float
# default: 6.0
#playeranim.body_x_rotation_sneak = 6.0
## The number of stepping per seconds.
# type: float
# default: 2.4
#playeranim.animation_speed = 2.4
## The number of stepping per seconds in sneaking.
# type: float
# default: 0.8
#playeranim.animation_speed_sneak = 0.8
# *** wardrobe ***
## Number of skins shown per page.
# type: int
# default: 8
#wardrobe.skins_per_page = 8
# *** wieldview ***
# ???
# type: ???
# default: ???
#wieldview_node_tiles = ???
# ???
# type: ???
# default: ???
#wieldview_update_time = ???
################
## PROTECTION ##
################
# *** pvp_areas ***
## Allow PvP by default.
# type: bool
# default: false
pvp_areas.enable_pvp = true
## When not enabled PvP Control areas are kill zones.
# type: bool
# default: false
#pvp_areas.safemode = 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.
# type: string
# default: Defined area.
#pvp_areas.label = Defined area.
##############
## 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
###############
## TRANSPORT ##
###############
# *** helicopter ***
## If enabled, places helicopter in inventory instead of destroying it
# when punched.
# type: bool
# default: false
#helicopter.pick_up = true
## If enabled, helicopter will be controlled via mouse by default.
# type: bool
# default: false
#helicopter.mouse_default = true
########
## 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: <world_path>/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 ##
##############
# *** 3d_armor ***
# ## 3d_armor
## Enable wood armor.
# type: bool
# default: true
#armor_material_wood = true
## Enable cactus armor.
# type: bool
# default: true
#armor_material_cactus = true
## Enable steel armor.
# type: bool
# default: true
#armor_material_steel = true
## Enable bronze armor.
# type: bool
# default: true
#armor_material_bronze = true
## Enable diamond armor.
# type: bool
# default: true
#armor_material_diamond = true
## Enable gold armor.
# type: bool
# default: true
#armor_material_gold = true
## Enable mithril armor.
# type: bool
# default: true
#armor_material_mithril = true
## Enable crystal armor.
# type: bool
# default: true
#armor_material_crystal = true
## Increase this if you get initialization glitches when a player first joins.
# type: int
# default: 2
#armor_init_delay = 2
## Number of initialization attempts.
# Use in conjunction with armor_init_delay if initialization problems persist.
# type: int
# default: 10
#armor_init_times = 10
## Increase this if armor is not getting into bones due to server lag.
# type: int
# default: 1
#armor_bones_delay = 1
## How often player armor items are updated.
# type: int
# default: 1
#armor_update_time = 1
## Drop armor when a player dies.
# Uses bones mod if present, otherwise items are dropped around the player.
# type: bool
# default: true
#armor_drop = true
## Pulverize armor when a player dies, overrides armor_drop.
# type: bool
# default: false
#armor_destroy = false
## You can use this to increase or decrease overall armor effectiveness,
# eg: level_multiplier = 0.5 will reduce armor level by half.
# type: float
# default: 1
#armor_level_multiplier = 1
## You can use this to increase or decrease overall armor healing,
# eg: armor_heal_multiplier = 0 will disable healing altogether.
# type: float
# default: 1
#armor_heal_multiplier = 1
## Enable water protection (periodically restores breath when activated).
# type: bool
# default: true
#armor_water_protect = true
## Enable fire protection (defaults true if using ethereal mod).
# type: bool
# default: false
#armor_fire_protect = false
## Enable punch damage effects.
# type: bool
# default: true
#armor_punch_damage = true
## Enable migration of old armor inventories.
# type: bool
# default: true
#armor_migrate_old_inventory = true
# ## shields
## Disable shield sounds.
# type: bool
# default: false
#shields_disable_sounds = false
# ## wieldview
## Set number of seconds between visible wielded item updates.
# type: int
# default: 2
#wieldview_update_time = 2
## Show nodes as tiles, disabled by default.
# type: bool
# default: false
#wieldview_node_tiles = false
# *** animalmaterials ***
# ## animalmaterials
## Registers 'animalmaterials:lass' as alias of 'mobs:magic_lasso' if 'mobs' mod
# is available.
# type: bool
# default: false
animalmaterials.override_lasso = true
# *** 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
## Resume time.
# type: int
# default: 4
#mesecon.resumetime = 4
## The value at which circuits will overheat.
# type: int
# default: 20
#mesecon.overheat_max = 20
## Device cooldown time.
# type: float
# default: 2.0
#mesecon.cooldown_time = 2.0
## Cooldown step length.
# type: float
# default: 0.5
#mesecon.cooldown_granularity = 0.5
# ## mesecons_blinkyplant
## Plant blinking interval.
# type: int
# default: 3
#mesecon.blinky_plant_interval = 3
# ## mesecons_detector
## Player detector radius.
# type: int
# default: 6
#mesecon.detector_radius = 6
## Node detector radius.
# type: int
# default: 10
#mesecon.node_detector_distance_max = 10
# ## mesecons_luacontroller
## string:rep result length limit.
# type: int
# default: 64000
#mesecon.luacontroller_string_rep_max = 64000
## Digiline message size limit.
# type: int
# default: 50000
#mesecon.luacontroller_digiline_maxlen = 50000
## Controller execution time limit.
# type: int
# default: 10000
#mesecon.luacontroller_maxevents = 10000
## Controller memory limit.
# 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
## Check 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