Update settings translations
This commit is contained in:
@@ -83,19 +83,20 @@
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# random_input = false
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# Continuous forward movement, toggled by autoforward key.
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# Press the autoforward key again or the backwards movement to disable.
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# type: bool
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# continuous_forward = false
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# The length in pixels it takes for touch screen interaction to start.
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# type: int
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# type: int min: 0 max: 100
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# touchscreen_threshold = 20
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# (Android) Fixes the position of virtual joystick.
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# If disabled, virtual joystick will center to first-touch's position.
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# type: int
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# type: bool
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# fixed_virtual_joystick = false
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# Enable Joysticks
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# Enable joysticks
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# type: bool
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# enable_joysticks = false
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@@ -123,6 +124,7 @@
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# keymap_forward = KEY_KEY_W
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# Key for moving the player backward.
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# Will also disable autoforward, when active.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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# type: key
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# keymap_backward = KEY_KEY_S
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@@ -618,6 +620,10 @@
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# type: int
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# pause_fps_max = 20
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# Open the pause menu when the window's focus is lost. Does not pause if a formspec is open.
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# type: bool
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# pause_on_lost_focus = false
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# View distance in nodes.
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# type: int min: 20 max: 4000
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# viewing_range = 100
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@@ -654,31 +660,41 @@
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# vsync = false
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# Field of view in degrees.
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# type: int min: 30 max: 160
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# type: int min: 45 max: 160
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# fov = 72
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# Field of view while zooming in degrees.
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# Requires to be allowed by server-sided mods.
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# type: int min: 7 max: 160
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# zoom_fov = 15
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# Adjust the gamma encoding for the light tables. Higher numbers are brighter.
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# This setting is for the client only and is ignored by the server.
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# type: float min: 0.5 max: 3
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# display_gamma = 1.0
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# Gradient of light curve at minimum light level.
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# type: float min: 0 max: 4
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# lighting_alpha = 0.0
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# Gradient of light curve at maximum light level.
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# type: float min: 0 max: 4
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# lighting_beta = 0.0
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# lighting_beta = 1.5
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# Strength of light curve mid-boost.
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# type: float min: 0 max: 1
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# lighting_boost = 0.2
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# Center of light curve mid-boost.
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# type: float min: 0 max: 1
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# lighting_boost_center = 0.5
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# Spread of light curve mid-boost.
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# Standard deviation of the mid-boost gaussian.
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# type: float min: 0 max: 1
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# lighting_boost_spread = 0.2
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# Path to texture directory. All textures are first searched from here.
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# type: path
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# texture_path =
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# The rendering back-end for Irrlicht.
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# type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl
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# type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2
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# video_driver = opengl
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# Radius of cloud area stated in number of 64 node cloud squares.
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@@ -703,9 +719,10 @@
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# - interlaced: odd/even line based polarisation screen support.
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# - topbottom: split screen top/bottom.
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# - sidebyside: split screen side by side.
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# - crossview: Cross-eyed 3d
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# - pageflip: quadbuffer based 3d.
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# Note that the interlaced mode requires shaders to be enabled.
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# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, pageflip
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# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
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# 3d_mode = none
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# In-game chat console height, between 0.1 (10%) and 1.0 (100%).
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@@ -1003,10 +1020,6 @@
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# type: int
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# max_out_chat_queue_size = 20
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# Open the pause menu when the window's focus is lost. Does not pause if a formspec is open.
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# type: bool
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# pause_on_lost_focus = false
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## Advanced
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# Timeout for client to remove unused map data from memory.
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@@ -1207,17 +1220,23 @@
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# ask_reconnect_on_crash = false
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# From how far clients know about objects, stated in mapblocks (16 nodes).
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#
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# Setting this larger than active_block_range will also cause the server
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# to maintain active objects up to this distance in the direction the
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# player is looking. (This can avoid mobs suddenly disappearing from view)
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# type: int
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# active_object_send_range_blocks = 3
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# How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes).
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# In active blocks objects are loaded and ABMs run.
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# This is also the minimum range in which active objects (mobs) are maintained.
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# This should be configured together with active_object_range.
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# type: int
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# active_block_range = 3
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# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
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# type: int
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# max_block_send_distance = 10
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# max_block_send_distance = 9
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# Maximum number of forceloaded mapblocks.
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# type: int
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@@ -1362,14 +1381,14 @@
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# CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
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# READ_ITEMDEFS: 4 (disable get_item_def call client-side)
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# READ_NODEDEFS: 8 (disable get_node_def call client-side)
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# LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to csm_restriction_noderange)
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# type: int
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# LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to csm_flavour_noderange_limit)
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# csm_flavour_limits = 18
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# csm_restriction_flags = 18
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# If the CSM flavour for node range is enabled, get_node is limited to
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# this many nodes from the player.
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# If the CSM restriction for node range is enabled, get_node calls are limited
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# to this distance from the player to the node.
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# type: int
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# csm_flavour_noderange_limit = 8
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# csm_restriction_noderange = 8
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## Security
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@@ -1455,7 +1474,7 @@
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# Set the language. Leave empty to use the system language.
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# A restart is required after changing this.
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# type: enum values: , be, ca, cs, da, de, en, eo, es, et, fr, he, hu, id, it, ja, jbo, ko, ky, lt, nb, nl, pl, pt, pt_BR, ro, ru, sr_Cyrl, tr, uk, zh_CN, zh_TW
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# type: enum values: , be, ca, cs, da, de, dv, en, eo, es, et, fr, he, hu, id, it, ja, jbo, ko, ky, lt, ms, nb, nl, pl, pt, pt_BR, ro, ru, sl, sr_Cyrl, sv, sw, tr, uk, zh_CN, zh_TW
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# language =
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# Level of logging to be written to debug.txt:
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@@ -1496,6 +1515,13 @@
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# type: bool
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# high_precision_fpu = true
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# Changes the main menu UI:
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# - Full: Multple singleplayer worlds, game choice, texture pack chooser, etc.
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# - Simple: One singleplayer world, no game or texture pack choosers. May be necessary for smaller screens.
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# - Auto: Simple on Android, full on everything else.
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# type: enum values: auto, full, simple
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# main_menu_style = auto
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# Replaces the default main menu with a custom one.
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# type: string
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# main_menu_script =
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@@ -1538,8 +1564,8 @@
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# and junglegrass, in all other mapgens this flag controls all decorations.
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# Flags that are not enabled are not modified from the default.
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# Flags starting with 'no' are used to explicitly disable them.
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# type: flags possible values: caves, dungeons, light, decorations, nocaves, nodungeons, nolight, nodecorations
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# mg_flags = caves,dungeons,light,decorations
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# type: flags possible values: caves, dungeons, light, decorations, biomes, nocaves, nodungeons, nolight, nodecorations, nobiomes
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# mg_flags = caves,dungeons,light,decorations,biomes
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# Whether dungeons occasionally project from the terrain.
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# type: bool
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@@ -1631,6 +1657,14 @@
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# type: float
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# mgv5_cavern_threshold = 0.7
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# Lower Y limit of dungeons.
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# type: int
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# mgv5_dungeon_ymin = -31000
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# Upper Y limit of dungeons.
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# type: int
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# mgv5_dungeon_ymax = 31000
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### Noises
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# Variation of biome filler depth.
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@@ -1745,6 +1779,14 @@
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# type: float
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# mgv6_freq_beach = 0.15
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# Lower Y limit of dungeons.
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# type: int
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# mgv6_dungeon_ymin = -31000
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# Upper Y limit of dungeons.
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# type: int
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# mgv6_dungeon_ymax = 31000
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### Noises
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# Y-level of lower terrain and lakebeds.
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@@ -1915,15 +1957,19 @@
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# type: int
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# mgv7_lava_depth = -256
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# Controls the density of floatland mountain terrain.
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# Is an offset added to the 'np_mountain' noise value.
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# Controls the density of mountain-type floatlands.
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# Is a noise offset added to the 'mgv7_np_mountain' noise value.
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# type: float
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# mgv7_float_mount_density = 0.6
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# Typical maximum height, above and below midpoint, of floatland mountain terrain.
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# Typical maximum height, above and below midpoint, of floatland mountains.
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# type: float
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# mgv7_float_mount_height = 128.0
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# Alters how mountain-type floatlands taper above and below midpoint.
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# type: float
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# mgv7_float_mount_exponent = 0.75
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# Y-level of floatland midpoint and lake surface.
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# type: int
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# mgv7_floatland_level = 1280
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@@ -1944,6 +1990,14 @@
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# type: float
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# mgv7_cavern_threshold = 0.7
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# Lower Y limit of dungeons.
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# type: int
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# mgv7_dungeon_ymin = -31000
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# Upper Y limit of dungeons.
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# type: int
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# mgv7_dungeon_ymax = 31000
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### Noises
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# Y-level of higher (cliff-top) terrain.
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@@ -2139,6 +2193,10 @@
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# type: flags possible values: caverns, nocaverns
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# mgcarpathian_spflags = caverns
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# Defines the base ground level.
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# type: float
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# mgcarpathian_base_level = 12.0
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# Controls width of tunnels, a smaller value creates wider tunnels.
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# type: float
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# mgcarpathian_cave_width = 0.09
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@@ -2163,20 +2221,15 @@
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# type: float
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# mgcarpathian_cavern_threshold = 0.7
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### Noises
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# Lower Y limit of dungeons.
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# type: int
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# mgcarpathian_dungeon_ymin = -31000
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# 2D noise that defines the base ground level.
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# type: noise_params_2d
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# mgcarpathian_np_base = {
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# offset = 12,
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# scale = 1,
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# spread = (2557, 2557, 2557),
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# seed = 6538,
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# octaves = 4,
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# persistence = 0.8,
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# lacunarity = 0.5,
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# flags = "eased"
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# }
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# Upper Y limit of dungeons.
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# type: int
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# mgcarpathian_dungeon_ymax = 31000
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### Noises
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# Variation of biome filler depth.
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# type: noise_params_2d
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@@ -2418,6 +2471,14 @@
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# type: float
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# mgflat_hill_steepness = 64.0
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# Lower Y limit of dungeons.
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# type: int
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# mgflat_dungeon_ymin = -31000
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# Upper Y limit of dungeons.
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# type: int
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# mgflat_dungeon_ymax = 31000
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### Noises
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# Defines location and terrain of optional hills and lakes.
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@@ -2486,7 +2547,15 @@
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# type: int
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# mgfractal_lava_depth = -256
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# Choice of 18 fractals from 9 formulas.
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# Lower Y limit of dungeons.
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# type: int
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# mgfractal_dungeon_ymin = -31000
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# Upper Y limit of dungeons.
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# type: int
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# mgfractal_dungeon_ymax = 31000
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# Selects one of 18 fractal types.
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# 1 = 4D "Roundy" mandelbrot set.
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# 2 = 4D "Roundy" julia set.
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# 3 = 4D "Squarry" mandelbrot set.
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@@ -2509,44 +2578,65 @@
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# mgfractal_fractal = 1
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# Iterations of the recursive function.
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# Controls the amount of fine detail.
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# Increasing this increases the amount of fine detail, but also
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# increases processing load.
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# At iterations = 20 this mapgen has a similar load to mapgen V7.
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# type: int
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# mgfractal_iterations = 11
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# Approximate (X,Y,Z) scale of fractal in nodes.
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# (X,Y,Z) scale of fractal in nodes.
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# Actual fractal size will be 2 to 3 times larger.
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# These numbers can be made very large, the fractal does
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# not have to fit inside the world.
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# Increase these to 'zoom' into the detail of the fractal.
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# Default is for a vertically-squashed shape suitable for
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# an island, set all 3 numbers equal for the raw shape.
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# type: v3f
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# mgfractal_scale = (4096.0, 1024.0, 4096.0)
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# (X,Y,Z) offset of fractal from world centre in units of 'scale'.
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# Used to move a suitable spawn area of low land close to (0, 0).
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# The default is suitable for mandelbrot sets, it needs to be edited for julia sets.
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# Can be used to move a desired point to (0, 0): to create a
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# suitable spawn point, or to allow 'zooming in' on a desired
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# point by increasing 'scale'.
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# The default is tuned for a suitable spawn point for mandelbrot
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# sets with default parameters, it may need altering in other
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# situations.
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# Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
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# type: v3f
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# mgfractal_offset = (1.79, 0.0, 0.0)
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# W co-ordinate of the generated 3D slice of a 4D fractal.
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# Determines which 3D slice of the 4D shape is generated.
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# Alters the shape of the fractal.
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# Has no effect on 3D fractals.
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# Range roughly -2 to 2.
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# type: float
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# mgfractal_slice_w = 0.0
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# Julia set only: X component of hypercomplex constant determining julia shape.
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# Julia set only.
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# X component of hypercomplex constant.
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# Alters the shape of the fractal.
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# Range roughly -2 to 2.
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# type: float
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# mgfractal_julia_x = 0.33
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# Julia set only: Y component of hypercomplex constant determining julia shape.
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# Julia set only.
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# Y component of hypercomplex constant.
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# Alters the shape of the fractal.
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# Range roughly -2 to 2.
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# type: float
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# mgfractal_julia_y = 0.33
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# Julia set only: Z component of hypercomplex constant determining julia shape.
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# Julia set only.
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# Z component of hypercomplex constant.
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# Alters the shape of the fractal.
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# Range roughly -2 to 2.
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# type: float
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# mgfractal_julia_z = 0.33
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# Julia set only: W component of hypercomplex constant determining julia shape.
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# Julia set only.
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||||
# W component of hypercomplex constant.
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# Alters the shape of the fractal.
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||||
# Has no effect on 3D fractals.
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||||
# Range roughly -2 to 2.
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||||
# type: float
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@@ -2617,7 +2707,7 @@
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# type: flags possible values: altitude_chill, noaltitude_chill, humid_rivers, nohumid_rivers
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# mg_valleys_spflags = altitude_chill,humid_rivers
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# The altitude at which temperature drops by 20C
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# The altitude at which temperature drops by 20.
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# type: int
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# mgvalleys_altitude_chill = 90
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@@ -2625,35 +2715,45 @@
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# type: int
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# mgvalleys_large_cave_depth = -33
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# Creates unpredictable lava features in caves.
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# These can make mining difficult. Zero disables them. (0-10)
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# Y of upper limit of lava in large caves.
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# type: int
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# mgvalleys_lava_features = 0
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# mgvalleys_lava_depth = 1
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||||
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# Depth below which you'll find massive caves.
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# Depth below which you'll find giant caverns.
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||||
# type: int
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||||
# mgvalleys_massive_cave_depth = -256
|
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# mgvalleys_cavern_limit = -256
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||||
|
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# How deep to make rivers
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# Y-distance over which caverns expand to full size.
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||||
# type: int
|
||||
# mgvalleys_cavern_taper = 192
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||||
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||||
# Defines full size of caverns, smaller values create larger caverns.
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||||
# type: float
|
||||
# mgvalleys_cavern_threshold = 0.6
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||||
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||||
# How deep to make rivers.
|
||||
# type: int
|
||||
# mgvalleys_river_depth = 4
|
||||
|
||||
# How wide to make rivers
|
||||
# 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
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||||
|
||||
# Controls width of tunnels, a smaller value creates wider tunnels.
|
||||
# type: float
|
||||
# mgvalleys_cave_width = 0.09
|
||||
|
||||
# Lower Y limit of dungeons.
|
||||
# type: int
|
||||
# mgvalleys_dungeon_ymin = -31000
|
||||
|
||||
# Upper Y limit of dungeons.
|
||||
# type: int
|
||||
# mgvalleys_dungeon_ymax = 63
|
||||
|
||||
### Noises
|
||||
|
||||
# Caves and tunnels form at the intersection of the two noises
|
||||
# Caves and tunnels form at the intersection of the two noises.
|
||||
# type: noise_params_3d
|
||||
# mgvalleys_np_cave1 = {
|
||||
# offset = 0,
|
||||
@@ -2666,7 +2766,7 @@
|
||||
# flags = ""
|
||||
# }
|
||||
|
||||
# Caves and tunnels form at the intersection of the two noises
|
||||
# Caves and tunnels form at the intersection of the two noises.
|
||||
# type: noise_params_3d
|
||||
# mgvalleys_np_cave2 = {
|
||||
# offset = 0,
|
||||
@@ -2679,7 +2779,7 @@
|
||||
# flags = ""
|
||||
# }
|
||||
|
||||
# The depth of dirt or other filler
|
||||
# The depth of dirt or other biome filler node.
|
||||
# type: noise_params_2d
|
||||
# mgvalleys_np_filler_depth = {
|
||||
# offset = 0,
|
||||
@@ -2692,9 +2792,9 @@
|
||||
# flags = "eased"
|
||||
# }
|
||||
|
||||
# Massive caves form here.
|
||||
# 3D noise defining giant caverns.
|
||||
# type: noise_params_3d
|
||||
# mgvalleys_np_massive_caves = {
|
||||
# mgvalleys_np_cavern = {
|
||||
# offset = 0,
|
||||
# scale = 1,
|
||||
# spread = (768, 256, 768),
|
||||
@@ -2705,7 +2805,7 @@
|
||||
# flags = ""
|
||||
# }
|
||||
|
||||
# River noise -- rivers occur close to zero
|
||||
# River noise. Rivers occur close to noise value zero.
|
||||
# type: noise_params_2d
|
||||
# mgvalleys_np_rivers = {
|
||||
# offset = 0,
|
||||
@@ -2718,7 +2818,7 @@
|
||||
# flags = "eased"
|
||||
# }
|
||||
|
||||
# Base terrain height
|
||||
# Base terrain height.
|
||||
# type: noise_params_2d
|
||||
# mgvalleys_np_terrain_height = {
|
||||
# offset = -10,
|
||||
@@ -2731,7 +2831,7 @@
|
||||
# flags = "eased"
|
||||
# }
|
||||
|
||||
# Raises terrain to make valleys around the rivers
|
||||
# Raises terrain to make valleys around the rivers.
|
||||
# type: noise_params_2d
|
||||
# mgvalleys_np_valley_depth = {
|
||||
# offset = 5,
|
||||
@@ -2744,7 +2844,7 @@
|
||||
# flags = "eased"
|
||||
# }
|
||||
|
||||
# Slope and fill work together to modify the heights
|
||||
# Slope and fill work together to modify the heights.
|
||||
# type: noise_params_3d
|
||||
# mgvalleys_np_inter_valley_fill = {
|
||||
# offset = 0,
|
||||
@@ -2757,7 +2857,7 @@
|
||||
# flags = ""
|
||||
# }
|
||||
|
||||
# Amplifies the valleys
|
||||
# Amplifies the valleys.
|
||||
# type: noise_params_2d
|
||||
# mgvalleys_np_valley_profile = {
|
||||
# offset = 0.6,
|
||||
@@ -2770,7 +2870,7 @@
|
||||
# flags = "eased"
|
||||
# }
|
||||
|
||||
# Slope and fill work together to modify the heights
|
||||
# Slope and fill work together to modify the heights.
|
||||
# type: noise_params_2d
|
||||
# mgvalleys_np_inter_valley_slope = {
|
||||
# offset = 0.5,
|
||||
@@ -2786,6 +2886,11 @@
|
||||
## Advanced
|
||||
|
||||
# Size of chunks to be generated at once by mapgen, stated in mapblocks (16 nodes).
|
||||
# Increasing this by 1 almost doubles the 3D noise calculation load.
|
||||
# High values can cause noise calculation to overload.
|
||||
# Values smaller than 5 cause a terrain bug in mgv6.
|
||||
# Since there is a fixed number of large caves and dungeons per
|
||||
# mapchunk, values other than 5 alter the density of these.
|
||||
# type: int
|
||||
# chunksize = 5
|
||||
|
||||
|
Reference in New Issue
Block a user