213 lines
8.5 KiB
Plaintext
213 lines
8.5 KiB
Plaintext
# This file contains settings of Mineclonia that can be changed in
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# minetest.conf
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[World]
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# Fire spreads and flammable blocks might be destroyed by nearby fire.
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# Destructive fire may cause severe destruction.
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# Fire blocks will be non-destructive and stops spreading when this
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# setting is disabled, but they still deal damage to creatures.
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enable_fire (Destructive and spreading fire) bool true
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# If enabled, the weather will change naturally over time.
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mcl_doWeatherCycle (Changing weather) bool true
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# If enabled, breaking blocks will cause them to drop as item.
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# Note that blocks never have drops when in Creative Mode.
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mcl_doTileDrops (Blocks have drops) bool true
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# If enabled, explosions destroy blocks.
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mcl_explosions_griefing (Explosion griefing) bool true
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# If disabled, no ores will be generated.
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mcl_generate_ores (Generate ores) bool true
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# Enable minetest mapgen dungeons
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mcl_enable_mt_dungeons (Native Minetest dungeons) bool false
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# If enabled, the “flat” map generator generates a Classic Superflat world:
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# Completely flat, 1 layer of grass blocks on top of 2 layers of dirt on
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# top of a final layer of bedrock. No caves, trees or plants.
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# Also, if enabled, the setting “mgflat_flags” is ignored.
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# If disabled, Minetest's default flat map generator is used, that is, trees,
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# caves, and a deeper underground can be generated.
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#
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# Note: This setting has no effect on existing worlds.
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mcl_superflat_classic (Classic superflat map generation) bool false
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[Players]
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# If enabled, players respawn at the bed they last lay on instead of normal
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# spawn.
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# This setting is only read at startup.
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enable_bed_respawn (Respawn at bed) bool true
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# How many players have to sleep to skip the night, in percent.
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# Setting to 0 will mean 1 player is always enough to skip the night. Setting above 100 will prevent skipping the night.
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# 100 by default.
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# The setting can be changed ingame using `/set mcl_playersSleepingPercentage <number>`
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mcl_playersSleepingPercentage (Players Sleeping Percentage) int 100
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# Normally, players drop all their items when they die. Enable this
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# setting, so players always keep their inventory on death.
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mcl_keepInventory (Keep inventory on death) bool false
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# If enabled, chat messages are shown to everyone when a player dies.
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mcl_showDeathMessages (Show death messages) bool true
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# If enabled, the recipe book will progressively be filled with new recipes that can be crafted from all items you ever have had in your inventory.
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# Recommended for new players and for a spoiler-free gameplay experience.
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# If disabled, all recipes will be shown.
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mcl_craftguide_progressive_mode (Learn crafting recipes progressively) bool true
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# If disabled, the skin of all players will be character.png
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mcl_enable_skin_customization (Player skin customization) bool true
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# How far the player hand can reach
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# Default:4.5
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mcl_hand_range (Hand range) float 4.5 1 128
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# How far the player hand can reach in creative mode
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# Default:10
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mcl_hand_range_creative (Creative mode hand range) float 10 1 128
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# If enabled the hunger mechanic will be active
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# If disabled eating food will heal instantly.
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mcl_enable_hunger (Hunger) bool true
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[Mobs]
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# If enabled, mobs will spawn naturally. This does not affect
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# affect mob spawners.
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# This setting is only read at startup.
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mobs_spawn (Spawn mobs naturally) bool true
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# If enabled, only peaceful mobs will appear naturally. This does not
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# affect mob spawners.
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# This setting is only read at startup.
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only_peaceful_mobs (Spawn only peaceful mobs) bool false
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# Allow mobs to spawn in protected areas. This does not affect
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# mob spawners.
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mobs_spawn_protected (Mobs spawn in protected areas) bool false
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# Mobs difficulty. This is a number that will affect the initial and maximum
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# health and the amount of damage that mobs deal. Health and damage will
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# be multiplied with this number.
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mob_difficulty (Mob difficulty factor) float 1.0 0.0
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# If enabled, mobs might drop items when they die.
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mobs_drop_items (Mobs drop items) bool true
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# If enabled, mobs can take, place, change and destroy blocks around them.
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mobs_griefing (Mob griefing) bool true
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# If enabled, mobs won't damage particles when they got hurt.
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mobs_disable_blood (Disable mob damage particles) bool false
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#Maximum amount mobs (default:500)
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mcl_mob_cap_total (Global mob cap) int 500 0 2048
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#Maximum amount of mobs per player (default:75)
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mcl_mob_cap_player (Mob cap per player) int 75 0 2048
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#Maximum amount of monsters that will spawn near a player (default:70)
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mcl_mob_cap_monster (Mob cap monsters) int 70 0 2048
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#Maximum amount of animals that will spawn near a player (default:10)
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mcl_mob_cap_animal (Mob cap animals) int 10 0 1024
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#Maximum amount of ambient mobs that will spawn near a player (default:15)
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mcl_mob_cap_ambient (Mob cap ambient mobs) int 15 0 1024
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#Should wither follow the player who spawned him around
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wither_follow_spawner (Wither following his spawner) bool true
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#Should wither strafe while in combat
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wither_strafes (Wither strafes) bool true
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#Display mob icons in inventory instead of mc-like spawn eggs
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mcl_old_spawn_icons (Old spawn icons instead of eggs) bool false
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# How far from players should mobs stop moving
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# Larger values will have a larger performance impact (default:48)
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mcl_mob_active_range (Active mob range) int 48 0 256
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[Graphics]
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# How many vertical animation frames the fire texture (fire_basic_flame_animated.png) has.
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# This may vary depending on the texture pack you use.
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# Form: Image height / Image width
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fire_animation_frames (Fire Animation Frames) int 8
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# Whether to animate chests when open / close
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animated_chests (Animated chests) bool true
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# The maximum number of boss bars to simultaneously display on the screen
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max_bossbars (Maximum Boss bars) int 5
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[Experimental]
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# If disabled, command blocks will be unusable (but still present).
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mcl_enable_commandblocks (Command blocks) bool true
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# Make some blocks emit decorative particles like flames. This setting
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# specifies the detail level of particles, with higher levels being
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# more CPU demanding.
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# WARNING: This setting has quite poor performance and can slow down your
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# game by a lot.
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mcl_node_particles (Block particles detail level) enum none high,medium,low,none
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# If enabled, this will substitute a few blocks in village schematics so they blend into normal, snowy, and sandy areas. Defaults to true.
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basic_pseudobiome_villages (Pseudobiome-based villages) bool true
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[Additional Features]
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# Enable Bookshelf inventories
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mcl_bookshelf_inventories (Bookshelf inventories) bool true
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# All tameable mobs listen to the "sit" right-click like dogs
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mcl_extended_pet_control (Extended pet control) bool false
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# Enable stairs out of wood bark
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mcl_bark_stairs (Bark Stairs) bool true
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# Use light levels from Minecraft 1.18+ for monster spawning. Disable to use older mob specific light levels.
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mcl_mobs_modern_lighting (Modern light rules for spawning) bool true
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# Enable piston movement of inventory nodes.
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mcl_inv_nodes_movable (Inventory nodes movable) bool true
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# Make iron golems teleport home when they are far away and villagers teleport
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# home when the night is skipped.
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mcl_mob_allow_nav_hacks (Mob navigation hacks) bool false
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# Allow players to create Minecraft-like maps.
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enable_real_maps (Enable Real Maps) bool true
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[Debugging]
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# Log mob spawning and despawning events
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mcl_logging_mobs_spawn (Log Mob Spawning) bool true
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# If enabled mapgen timings will be dumped to log
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mcl_logging_mapgen (Chunk generation logging) bool false
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# If enabled generated structures will be logged
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mcl_logging_structures (Structure generation logging) bool true
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# Complete debug logging for mcl_signs events. Use this if you have issues with signs.
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mcl_logging_mcl_signs (Complete debug logging for mcl_signs) bool false
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# Debug logging for mcl_events.
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mcl_logging_event_api (Debug logging for mcl_events) bool false
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[Villages]
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mcl_villages_min_jobs (The minimum number of jobs to have in a village) int 1
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mcl_villages_max_jobs (The maximum number of jobs to have in a village) int 12
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mcl_villages_village_chance (1 in X chance a village will spawn in a valid chunk. Set to 0 for no villages) int 100
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# This controls how job sites and houses are placed during village construction
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# random: shuffles the buildings so they get placed in any order
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# jobs: places the job sites first so they tend to be closer to the bell
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# houses: places the houses first so the tend to be closer to the bell
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mcl_villages_placement_priority (Which buildings should be closer to the bell) enum random random,jobs,houses
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# This is fine for players, but expect all the villagers to die very quickly
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mcl_villages_allow_water_villages (Allow buildings to spawn on top of water) bool false
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