game-antum/settingtypes.txt

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# This file contains settings of Antum game that can be changed in
# minetest.conf
# ---------------------------------------------------------------------------------
[General]
# Tools & weapons will wear down & break when used for digging, chopping, etc.
enable_tool_wear (Tools wear & break on use) bool true
# Tools & weapons will wear down & break when used for attacking/fighting.
enable_weapon_wear (Weapons wear & break when fighting) bool true
# Logs extra debug messages.
enable_debug_mods (Enable debugging messages) bool false
# Limits flowing liquids.
liquid_finite (Finite liquid) bool false
# Inventory interface to use.
inventory (Inventory interface) enum sfinv sfinv,inventory_plus
[*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
[*hbsprint]
# If enabled (default), the stamina indicators in the HUD will be automatically hidden shortly
# after stamina has filled up. Otherwise, stamina will always be displayed.
hudbars_autohide_stamina (Automatically hide staminal indicator) bool true
# Sprint speed multiplier.
sprint_speed (Sprint speed multiplier) float 1.5
# Sprint jump multiplier.
sprint_jump (Sprint jump multiplier) float 1.3
# Which key to use for sprint. Default: "Use" ("E" key by default).
sprint_key (Sprint key) enum Use Use
# Require player to move forward only to be able to sprint.
sprint_forward_only (Sprint forward only) bool true
# The amount of particles to spawn behind a sprinting player.
sprint_particles (Particles) float 2
# Drain stamina while sprinting.
sprint_stamina (Stamina) bool true
# The amount of stamina to drain while sprinting.
sprint_stamina_drain (Stamina drain) float 2
# The amount of seconds before starting to replenish stamina.
sprint_stamina_replenish (Stamina replenish) float 2
# Drain satiation while sprinting.
sprint_starve (Starve) bool true
# The amount of satiation to drain while sprinting.
sprint_starve_drain (Starve drain) float 0.5
# Drain air while sprinting under water.
sprint_breath (Breath) bool true
# The amount of air to drain while sprinting under water.
sprint_breath_drain (Breath drain) float 1
[*hidename]
# Use alpha color level to hide nametag instead of clearing text.
hidename.use_alpha (Use nametag alpha level) bool true
[*hudbars]
[**Appearance]
# Specifies how the value indicators (i.e. health, breah, etc.) look.
#
# There are 3 styles available. You can choose between the default
# progress-bar-like bars and the good old statbars like you know from
# vanilla Minetest.
#
# The following values are allowed:
# | ■ progress_bar:
# | ● A horizontal progress-bar-like bar with a label, showing
# | numerical value (current, maximum), and an icon. These
# | bars usually convey the most information. This is the
# | default and recommended value.
# | ■ statbar_classic:
# | ● Classic statbar, like in vanilla Minetest. Made out of
# | up to 20 half-symbols. Those bars represent the vague
# | ratio between the current value and the maximum value.
# | 1 half-symbol stands for approximately 5% of the maximum
# | value.
# | ■ statbar_modern:
# | ● Like the classic statbar, but also supports background
# | images, this kind of statbar may be considered to be
# | more user-friendly than the classic statbar. This bar
# | type closely resembles the mod “Better HUD” [hud] by
# | BlockMen.
hudbars_bar_type (HUD bars style) enum progress_bar progress_bar,statbar_classic,statbar_modern
# If enabled (default), the breath indicators in the HUD will be automatically hidden shortly
# after the breath has been filled up. Otherwise, the breath will always be displayed.
hudbars_autohide_breath (Automatically hide breath indicators) bool true
# This setting changes the way the HUD bars are ordered on the display. You can choose
# between a zig-zag pattern (default) or a vertically stacked pattern.
#
# The following values are allowed:
# | ■ zigzag:
# | ● Starting from the left bottom, the next is right
# | from the first, the next is above the first, the
# | next is right of the third, etc.
# | ■ stack_up:
# | ● The HUD bars are stacked vertically, going upwards.
# | ■ stack_down:
# | ● The HUD bars are stacked vertically, going downwards.
hudbars_alignment_pattern (HUD bars alignment pattern) enum zigzag zigzag,stack_up,stack_down
# This setting allows you to specify the order of the HUD bars explicitly. If left empty
# (the default), the health and breath indicators come first, additional indicators
# may appear in any order. This setting is quite technical and normal users probably do not
# need to worry about it.
#
# Syntax:
# The setting has to be specified as a comma-seperated list of key=value pairs, where a key
# refers to the identifier of a HUD bar and the value refers to the slot number of where the
# HUD bar should be placed. The slot number must be an integer greater of equal to 0. Where
# the HUD bars will be displayed exactly depends on the alignment pattern being used.
# All HUD bars to which no order value has been applied will fill in all slots which have
# not been occupied by the HUD bars specified in this setting, the slots will be filled in
# from the lowest slot number.
# Note that the order of those remaining HUD bars is not fixed, it basically just boils
# down on which mod “came” first. Don't worry, the mod will still work perfectly fine, this
# setting is entirely optional.
# The identifier for the health bar is “health” and the identifier for the breath bar is
# “breath”. For other HUD bars, you have to learn it from the mod which is supplying them.
#
# Be careful not to use slot indices twice, or else different HUD bars will be drawn over
# each other!
#
# Example: “breath=0, health=1”
# This makes the breath bar first and the health bar second, which is the opposite order
# of the default one.
hudbars_sorting (HUD bars order) string
[**Positions and offsets]
# Horizontal (x) main position of the HUD bars over the entire screen.
# 0.0 is left-most, 1.0 is right-most.
# For the zig-zag alignment pattern, this is for the left HUD bars.
hudbars_pos_left_x (Left HUD bar screen x position) float 0.5 0.0 1.0
# Vertical (y) main position of the HUD bars over the entire screen.
# 0.0 is top, 1.0 is bottom.
# For the zig-zag alignment pattern, this is for the left HUD bars.
hudbars_pos_left_y (Left HUD bar screen y position) float 1.0 0.0 1.0
# Horizontal (x) main position of the right HUD bars over the entire screen.
# 0.0 is left-most, 1.0 is right-most.
# Only used for the zig-zag alignment pattern.
hudbars_pos_right_x (Right HUD bar screen x position) float 0.5 0.0 1.0
# Vertical main position (y) of the right HUD bars over the entire screen.
# 0.0 is top, 1.0 is bottom.
# Only used for the zig-zag alignment pattern.
hudbars_pos_right_y (Right HUD bar screen y position) float 1.0 0.0 1.0
# Precise x offset in pixels from the basic screen x position of the HUD bars.
# For the zig-zag alignment pattern, this is for the left HUD bars.
# This setting is used for the progress bar HUD bar style.
hudbars_start_offset_left_x (Left HUD bar x offset) int -175
# Precise y offset in pixels from the basic screen y position of the HUD bars.
# For the zig-zag alignment pattern, this is for the left HUD bars.
# This setting is used for the progress bar HUD bar style.
hudbars_start_offset_left_y (Left HUD bar y offset) int -86
# Precise x offset in pixels from the basic screen x position of the right HUD bars.
# Only used for the zig-zag alignment pattern.
# This setting is used for the progress bar HUD bar style.
hudbars_start_offset_right_x (Right HUD bar x offset) int 15
# Precise y offset in pixels from the basic screen y position of the right HUD bars.
# Only used for the zig-zag alignment pattern.
# This setting is used for the progress bar HUD bar style.
hudbars_start_offset_right_y (Right HUD bar y offset) int -86
# Precise x offset in pixels from the basic screen x position of the HUD statbars.
# For the zig-zag alignment pattern, this is for the left HUD statbars.
# This setting is used for the classic and modern statbar styles.
hudbars_start_statbar_offset_left_x (Left HUD statbar x offset) int -265
# Precise y offset in pixels from the basic screen y position of the HUD statbars.
# For the zig-zag alignment pattern, this is for the left HUD statbars.
# This setting is used for the classic and modern statbar styles.
hudbars_start_statbar_offset_left_y (Left HUD statbar y offset) int -90
# Precise x offset in pixels from the basic screen x position of the right HUD statbars.
# Only used for the zig-zag alignment pattern.
# This setting is used for the classic and modern statbar styles.
hudbars_start_statbar_offset_right_x (Right HUD statbar x offset) int 25
# Precise y offset in pixels from the basic screen y position of the right HUD statbars.
# Only used for the zig-zag alignment pattern.
# This setting is used for the classic and modern statbar styles.
hudbars_start_statbar_offset_right_y (Right HUD statbar y offset) int -90
# The vertical distance between two HUD bars, in pixels.
hudbars_vmargin (Vertical distance between HUD bars) int 24 0
[**Performance]
# The of seconds which need to pass before the server updates the default HUD bars
# (health and breath). Increase this number if you have a slow server or a slow network
# connection and experience performance problems.
hudbars_tick (Default HUD bars update interval) float 0.1 0.0 4.0
[*listitems]
# Displays items in a bulleted list.
listitems.bullet_list (Bulleted list) bool true
# Enables/Disables "list" chat command.
listitems.enable_generic (Enable generic "list" command) bool false
# Enables/Disables "listmobs" chat command (requires "mobs").
listitems.enable_mobs (Enable "listmobs" command) bool true
[*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
[*whitelist]
# Enables/Disables whitelist feature.
whitelist.enable (Enable whitelist) bool false
# Sets a custom message to display when access to server is denied.
whitelist.message (Whitelist message) string This server is whitelisted and you are not on the whitelist.
# ---------------------------------------------------------------------------------
[Modpacks]
[*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
[*Animals (Aggressive)]
[**mob_shark]
# Interval in seconds that specifies how often shark spawns.
mobs.shark_interval (Shark spawn interval) int 60 0
# Chance for each node of spawning shark at each interval. The value
# is inverted. So a chance of value of 9000 equals 1/9000.
mobs.shark_chance (Shark spawn chance) int 9000 0
# Minimum node light required for spawning. "0" is darkest & "14" is
# lightest (daylight).
# See: [Node definition] light_source
mobs.shark_min_light (Shark min spawn light) int 4 0 14
# Maximum node light required for spawning. "0" is darkest & "14" is
# lightest (daylight).
# See: [Node definition] light_source
mobs.shark_max_light (Shark max spawn light) int 14 0 14
# Minimum height at which shark can spawn.
mobs.shark_min_height (Shark min spawn height) int -30
# Maximum height at which shark can spawn.
mobs.shark_max_height (Shark max spawn height) int -3
# Times that shark can spawn.
#
# Modes supported:
# | ■ day: spawns during day
# | ■ night: spawns during night
# | ■ any: spawns anytime
mobs.shark_spawn_time (Shark spawn time) enum any day,night,any
[*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
[*Dinosaurs (Aggressive)]
[**velociraptor]
# Used alternate "feathered" texture.
mobs.velociraptor_feathered (Feathered velociraptor) bool false
# Interval in seconds that specifies how often velociraptor spawns.
mobs.velociraptor_interval (Velociraptor spawn interval) int 30 0
# Chance for each node of spawning velociraptor at each interval. The value
# is inverted. So a chance of value of 32000 equals 1/32000.
mobs.velociraptor_chance (Velociraptor spawn chance) int 32000 0
# Minimum node light required for spawning. "0" is darkest & "14" is
# lightest (daylight).
# See: [Node definition] light_source
mobs.velociraptor_min_light (Velociraptor min spawn light) int 10 0 14
# Maximum node light required for spawning. "0" is darkest & "14" is
# lightest (daylight).
# See: [Node definition] light_source
mobs.velociraptor_max_light (Velociraptor max spawn light) int 14 0 14
# Maximum height at which velociraptor can spawn.
mobs.velociraptor_max_height (Velociraptor max spawn height) int 31000
# Times that velociraptor can spawn.
#
# Modes supported:
# | ■ day: spawns during day
# | ■ night: spawns during night
# | ■ any: spawns anytime
mobs.velociraptor_spawn_time (Velociraptor spawn time) enum any day,night,any
[*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