Update settings translations

This commit is contained in:
SmallJoker
2018-06-20 22:36:28 +02:00
parent db42542e27
commit b589352e79
2 changed files with 303 additions and 152 deletions

View File

@@ -83,19 +83,20 @@
# random_input = false
# Continuous forward movement, toggled by autoforward key.
# Press the autoforward key again or the backwards movement to disable.
# type: bool
# continuous_forward = false
# The length in pixels it takes for touch screen interaction to start.
# type: int
# type: int min: 0 max: 100
# touchscreen_threshold = 20
# (Android) Fixes the position of virtual joystick.
# If disabled, virtual joystick will center to first-touch's position.
# type: int
# type: bool
# fixed_virtual_joystick = false
# Enable Joysticks
# Enable joysticks
# type: bool
# enable_joysticks = false
@@ -123,6 +124,7 @@
# keymap_forward = KEY_KEY_W
# Key for moving the player backward.
# Will also disable autoforward, when active.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_backward = KEY_KEY_S
@@ -618,6 +620,10 @@
# type: int
# pause_fps_max = 20
# Open the pause menu when the window's focus is lost. Does not pause if a formspec is open.
# type: bool
# pause_on_lost_focus = false
# View distance in nodes.
# type: int min: 20 max: 4000
# viewing_range = 100
@@ -654,31 +660,41 @@
# vsync = false
# Field of view in degrees.
# type: int min: 30 max: 160
# type: int min: 45 max: 160
# fov = 72
# Field of view while zooming in degrees.
# Requires to be allowed by server-sided mods.
# type: int min: 7 max: 160
# zoom_fov = 15
# Adjust the gamma encoding for the light tables. Higher numbers are brighter.
# This setting is for the client only and is ignored by the server.
# type: float min: 0.5 max: 3
# display_gamma = 1.0
# Gradient of light curve at minimum light level.
# type: float min: 0 max: 4
# lighting_alpha = 0.0
# Gradient of light curve at maximum light level.
# type: float min: 0 max: 4
# lighting_beta = 0.0
# lighting_beta = 1.5
# Strength of light curve mid-boost.
# type: float min: 0 max: 1
# lighting_boost = 0.2
# Center of light curve mid-boost.
# type: float min: 0 max: 1
# lighting_boost_center = 0.5
# Spread of light curve mid-boost.
# Standard deviation of the mid-boost gaussian.
# type: float min: 0 max: 1
# lighting_boost_spread = 0.2
# 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
# type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2
# video_driver = opengl
# Radius of cloud area stated in number of 64 node cloud squares.
@@ -703,9 +719,10 @@
# - interlaced: odd/even line based polarisation screen support.
# - topbottom: split screen top/bottom.
# - sidebyside: split screen side by side.
# - crossview: Cross-eyed 3d
# - pageflip: quadbuffer based 3d.
# Note that the interlaced mode requires shaders to be enabled.
# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, pageflip
# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
# 3d_mode = none
# In-game chat console height, between 0.1 (10%) and 1.0 (100%).
@@ -1003,10 +1020,6 @@
# type: int
# max_out_chat_queue_size = 20
# Open the pause menu when the window's focus is lost. Does not pause if a formspec is open.
# type: bool
# pause_on_lost_focus = false
## Advanced
# Timeout for client to remove unused map data from memory.
@@ -1207,17 +1220,23 @@
# ask_reconnect_on_crash = false
# From how far clients know about objects, stated in mapblocks (16 nodes).
#
# Setting this larger than active_block_range will also cause the server
# to maintain active objects up to this distance in the direction the
# player is looking. (This can avoid mobs suddenly disappearing from view)
# 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.
# This is also the minimum range in which active objects (mobs) are maintained.
# This should be configured together with active_object_range.
# type: int
# active_block_range = 3
# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
# type: int
# max_block_send_distance = 10
# max_block_send_distance = 9
# Maximum number of forceloaded mapblocks.
# type: int
@@ -1362,14 +1381,14 @@
# CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
# READ_ITEMDEFS: 4 (disable get_item_def call client-side)
# READ_NODEDEFS: 8 (disable get_node_def call client-side)
# LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to csm_restriction_noderange)
# type: int
# LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to csm_flavour_noderange_limit)
# csm_flavour_limits = 18
# csm_restriction_flags = 18
# If the CSM flavour for node range is enabled, get_node is limited to
# this many nodes from the player.
# If the CSM restriction for node range is enabled, get_node calls are limited
# to this distance from the player to the node.
# type: int
# csm_flavour_noderange_limit = 8
# csm_restriction_noderange = 8
## Security
@@ -1455,7 +1474,7 @@
# Set the language. Leave empty to use the system language.
# A restart is required after changing this.
# 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
# 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
# language =
# Level of logging to be written to debug.txt:
@@ -1496,6 +1515,13 @@
# type: bool
# high_precision_fpu = true
# Changes the main menu UI:
# - Full: Multple singleplayer worlds, game choice, texture pack chooser, etc.
# - Simple: One singleplayer world, no game or texture pack choosers. May be necessary for smaller screens.
# - Auto: Simple on Android, full on everything else.
# type: enum values: auto, full, simple
# main_menu_style = auto
# Replaces the default main menu with a custom one.
# type: string
# main_menu_script =
@@ -1538,8 +1564,8 @@
# and junglegrass, in all other mapgens this flag controls all decorations.
# Flags that are not enabled 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
# type: flags possible values: caves, dungeons, light, decorations, biomes, nocaves, nodungeons, nolight, nodecorations, nobiomes
# mg_flags = caves,dungeons,light,decorations,biomes
# Whether dungeons occasionally project from the terrain.
# type: bool
@@ -1631,6 +1657,14 @@
# type: float
# mgv5_cavern_threshold = 0.7
# Lower Y limit of dungeons.
# type: int
# mgv5_dungeon_ymin = -31000
# Upper Y limit of dungeons.
# type: int
# mgv5_dungeon_ymax = 31000
### Noises
# Variation of biome filler depth.
@@ -1745,6 +1779,14 @@
# type: float
# mgv6_freq_beach = 0.15
# Lower Y limit of dungeons.
# type: int
# mgv6_dungeon_ymin = -31000
# Upper Y limit of dungeons.
# type: int
# mgv6_dungeon_ymax = 31000
### Noises
# Y-level of lower terrain and lakebeds.
@@ -1915,15 +1957,19 @@
# type: int
# mgv7_lava_depth = -256
# Controls the density of floatland mountain terrain.
# Is an offset added to the 'np_mountain' noise value.
# Controls the density of mountain-type floatlands.
# Is a noise offset added to the 'mgv7_np_mountain' noise value.
# type: float
# mgv7_float_mount_density = 0.6
# Typical maximum height, above and below midpoint, of floatland mountain terrain.
# Typical maximum height, above and below midpoint, of floatland mountains.
# type: float
# mgv7_float_mount_height = 128.0
# Alters how mountain-type floatlands taper above and below midpoint.
# type: float
# mgv7_float_mount_exponent = 0.75
# Y-level of floatland midpoint and lake surface.
# type: int
# mgv7_floatland_level = 1280
@@ -1944,6 +1990,14 @@
# type: float
# mgv7_cavern_threshold = 0.7
# Lower Y limit of dungeons.
# type: int
# mgv7_dungeon_ymin = -31000
# Upper Y limit of dungeons.
# type: int
# mgv7_dungeon_ymax = 31000
### Noises
# Y-level of higher (cliff-top) terrain.
@@ -2139,6 +2193,10 @@
# type: flags possible values: caverns, nocaverns
# mgcarpathian_spflags = caverns
# Defines the base ground level.
# type: float
# mgcarpathian_base_level = 12.0
# Controls width of tunnels, a smaller value creates wider tunnels.
# type: float
# mgcarpathian_cave_width = 0.09
@@ -2163,20 +2221,15 @@
# type: float
# mgcarpathian_cavern_threshold = 0.7
### Noises
# Lower Y limit of dungeons.
# type: int
# mgcarpathian_dungeon_ymin = -31000
# 2D noise that defines the base ground level.
# type: noise_params_2d
# mgcarpathian_np_base = {
# offset = 12,
# scale = 1,
# spread = (2557, 2557, 2557),
# seed = 6538,
# octaves = 4,
# persistence = 0.8,
# lacunarity = 0.5,
# flags = "eased"
# }
# Upper Y limit of dungeons.
# type: int
# mgcarpathian_dungeon_ymax = 31000
### Noises
# Variation of biome filler depth.
# type: noise_params_2d
@@ -2418,6 +2471,14 @@
# type: float
# mgflat_hill_steepness = 64.0
# Lower Y limit of dungeons.
# type: int
# mgflat_dungeon_ymin = -31000
# Upper Y limit of dungeons.
# type: int
# mgflat_dungeon_ymax = 31000
### Noises
# Defines location and terrain of optional hills and lakes.
@@ -2486,7 +2547,15 @@
# type: int
# mgfractal_lava_depth = -256
# Choice of 18 fractals from 9 formulas.
# Lower Y limit of dungeons.
# type: int
# mgfractal_dungeon_ymin = -31000
# Upper Y limit of dungeons.
# type: int
# mgfractal_dungeon_ymax = 31000
# Selects one of 18 fractal types.
# 1 = 4D "Roundy" mandelbrot set.
# 2 = 4D "Roundy" julia set.
# 3 = 4D "Squarry" mandelbrot set.
@@ -2509,44 +2578,65 @@
# mgfractal_fractal = 1
# Iterations of the recursive function.
# Controls the amount of fine detail.
# Increasing this increases the amount of fine detail, but also
# increases processing load.
# At iterations = 20 this mapgen has a similar load to mapgen V7.
# type: int
# mgfractal_iterations = 11
# Approximate (X,Y,Z) scale of fractal in nodes.
# (X,Y,Z) scale of fractal in nodes.
# Actual fractal size will be 2 to 3 times larger.
# These numbers can be made very large, the fractal does
# not have to fit inside the world.
# Increase these to 'zoom' into the detail of the fractal.
# Default is for a vertically-squashed shape suitable for
# an island, set all 3 numbers equal for the raw shape.
# 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.
# Can be used to move a desired point to (0, 0): to create a
# suitable spawn point, or to allow 'zooming in' on a desired
# point by increasing 'scale'.
# The default is tuned for a suitable spawn point for mandelbrot
# sets with default parameters, it may need altering in other
# situations.
# 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.
# Alters the shape of the fractal.
# 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.
# Julia set only.
# X component of hypercomplex constant.
# Alters the shape of the fractal.
# Range roughly -2 to 2.
# type: float
# mgfractal_julia_x = 0.33
# Julia set only: Y component of hypercomplex constant determining julia shape.
# Julia set only.
# Y component of hypercomplex constant.
# Alters the shape of the fractal.
# Range roughly -2 to 2.
# type: float
# mgfractal_julia_y = 0.33
# Julia set only: Z component of hypercomplex constant determining julia shape.
# Julia set only.
# Z component of hypercomplex constant.
# Alters the shape of the fractal.
# Range roughly -2 to 2.
# type: float
# mgfractal_julia_z = 0.33
# Julia set only: W component of hypercomplex constant determining julia shape.
# Julia set only.
# W component of hypercomplex constant.
# Alters the shape of the fractal.
# Has no effect on 3D fractals.
# Range roughly -2 to 2.
# type: float
@@ -2617,7 +2707,7 @@
# 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
# The altitude at which temperature drops by 20.
# type: int
# mgvalleys_altitude_chill = 90
@@ -2625,35 +2715,45 @@
# type: int
# mgvalleys_large_cave_depth = -33
# Creates unpredictable lava features in caves.
# These can make mining difficult. Zero disables them. (0-10)
# Y of upper limit of lava in large caves.
# type: int
# mgvalleys_lava_features = 0
# mgvalleys_lava_depth = 1
# Depth below which you'll find massive caves.
# Depth below which you'll find giant caverns.
# type: int
# mgvalleys_massive_cave_depth = -256
# mgvalleys_cavern_limit = -256
# How deep to make rivers
# Y-distance over which caverns expand to full size.
# type: int
# mgvalleys_cavern_taper = 192
# Defines full size of caverns, smaller values create larger caverns.
# type: float
# mgvalleys_cavern_threshold = 0.6
# 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
# 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