cloudlands are back

This commit is contained in:
Sergei Mozhaisky 2020-04-21 14:24:41 +00:00
parent 455a2b15dd
commit 43d4cf88e8
13 changed files with 3622 additions and 0 deletions

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cloudlands/.luacheckrc Normal file
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unused_args = false
allow_defined_top = true
globals = {
"cloudlands"
}
read_globals = {
"core",
"default",
"biomeinfo",
"schemlib",
"nether",
"DIR_DELIM",
"intllib",
"ItemStack",
"math.hypot",
"minetest",
"PcgRandom",
"PseudoRandom",
table = { fields = { "copy", "getn" } },
"vector",
"file_exists",
"dump",
"VoxelArea",
"VoxelManip",
}

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Cloudlands mapgen
~~~~~~~~~~~~~~~~~
Copyright © 2018 Treer <treer.git@gmail.com>
A more permissive license may be available by request.
For simplicity this Minetest mod is licensed with the same
license as Minetest - "GNU LGPL" version 2.1 or later.
GNU LGPL information
--------------------
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You can receive a copy of the GNU Lesser General Public License from
http://www.gnu.org/

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<p align="center">
<img src="https://i.imgur.com/uh8Ee9T.jpg"/>
</p>
# Hallelujah Mountains for Minetest
<img src="https://raw.githubusercontent.com/wiki/treer/amidstest/screenshots/150px-Minetest-logo.png" align="right" />
[![License](https://img.shields.io/badge/license-LGPLv2.1%2B-blue.svg)](https://www.gnu.org/licenses/old-licenses/lgpl-2.1.en.html)
AKA Cloudlands — giant rocks floating suspended in magnetic eddies. Now with giant trees
This can be run with or without a normal terrain mapgen, allowing pure skylands or an exotic addition to the landscape.
Many Configurable settings, including the altitude islands appear, and the ability to restrict the areas they spawn.
It's a single file with no hard dependencies for easy integration into modpacks or games, e.g. as an exotic biome.
Hallelujah Mountains [maps](https://i.imgur.com/2SkoAyB.png) can be generated by [Amidstest](https://forum.minetest.net/viewtopic.php?t=19869), provided you know the seed of the world. The islands are not homogenous — there will be areas without any, while smaller islands tend to follow eddy fields, often emanating out from much larger and rarer islands.
**Mod dependencies:** None.
**Minetest version:** v5.0+
**Recommended mods:**
* [Vines](https://forum.minetest.net/viewtopic.php?t=2344), or something that contains vines, such as plantlife_modpack or MineClone2. These will grow off the sides of the islands, climate permitting, allowing you to climb, and looking picturesque!
* [Nether](https://forum.minetest.net/viewtopic.php?t=5790) enables players to build portals to Hallelujah Mountains, allowing secret entrances into floating kingdoms, or the island altitude to be configured way up high while still having a means to get there. Stones to build these portals can only be found in the Nether (but not until [PR13](https://github.com/minetest-mods/nether/pull/13) is merged).
* Extra ways to explore
* [Bridger](https://forum.minetest.net/viewtopic.php?t=18243) or [Bridges](https://forum.minetest.net/viewtopic.php?t=3488) if you want to build nice wooden bridges between islands
* [Airboat](https://github.com/paramat/airboat) to sail the high clouds on a small airship
* [Flying carpet](https://forum.minetest.net/viewtopic.php?t=12263)
* [Jetpack, wings, etc.](https://forum.minetest.net/viewtopic.php?t=11257)
* [Hang-glider / Elytra](https://forum.minetest.net/viewtopic.php?t=21425)
* Teleporter mods, balloon mods, etc.
**Ores tip:** If you decide ores like iron and diamond should be obtainable from island stone, and are playing Minetest Game, you can go into Settings->Advanced Settings->Mods->cloudlands, set the "Altitude of Islands" to be 1300 (or higher), and Enable "Generate ores inside islands". This works because Minetest Game also generates the deep-underground ores in stone above 1025 to ensure they can be found in mgV7 Floatlands. Ores can be added in other games or at other altitudes by adding adjusted copies of the game's calls to minetest.register_ore().
**Video:** [Minetest Mod Review: Cloudlands](http://www.nathansalapat.com/minetest/cloudlands)
**Forum:** [link](https://forum.minetest.net/viewtopic.php?t=20257)
**Screenshots:**
![default](https://i.imgur.com/PUjjaIK.jpg)
![default](https://i.imgur.com/xn9UING.jpg)
![default](https://i.imgur.com/SeYMfZv.jpg)
![default](https://i.imgur.com/wBLEFWn.jpg)
![default](https://i.imgur.com/A6vDDGc.jpg)

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{
"name": "cloudlands",
"description": "Hallelujah Mountains for Minetest (runs with or without a normal terrain mapgen)",
"keywords": [
"cloudlands", "Hallelujah Mountains", "floatlands", "skylands", "islands", "mapgen", "fantasy", "fly"
],
"homepage": "https://github.com/Treer/cloudlands",
"forum": "https://forum.minetest.net/viewtopic.php?t=20257",
"screenshots": [
"https://i.imgur.com/A6vDDGc.jpg",
"https://i.imgur.com/PUjjaIK.jpg",
"https://i.imgur.com/Zty57dy.jpg",
"https://i.imgur.com/wBLEFWn.jpg",
"https://i.imgur.com/xn9UING.jpg",
"https://i.imgur.com/rCtczAK.jpg"
],
"authors": [
"Treer"
],
"license": "LGPL-2.1-or-later"
}

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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
#
# Script to generate the template file and update the translation files.
# Copy the script into the mod or modpack root folder and run it there.
#
# Copyright (C) 2019 Joachim Stolberg, 2020 FaceDeer, 2020 Louis Royer
# LGPLv2.1+
#
# See https://github.com/minetest-tools/update_translations for
# potential future updates to this script.
from __future__ import print_function
import os, fnmatch, re, shutil, errno
from sys import argv as _argv
# Running params
params = {"recursive": False,
"help": False,
"mods": False,
"verbose": False,
"folders": [],
"no-old-file": False
}
# Available CLI options
options = {"recursive": ['--recursive', '-r'],
"help": ['--help', '-h'],
"mods": ['--installed-mods'],
"verbose": ['--verbose', '-v'],
"no-old-file": ['--no-old-file']
}
# Strings longer than this will have extra space added between
# them in the translation files to make it easier to distinguish their
# beginnings and endings at a glance
doublespace_threshold = 60
def set_params_folders(tab: list):
'''Initialize params["folders"] from CLI arguments.'''
# Discarding argument 0 (tool name)
for param in tab[1:]:
stop_param = False
for option in options:
if param in options[option]:
stop_param = True
break
if not stop_param:
params["folders"].append(os.path.abspath(param))
def set_params(tab: list):
'''Initialize params from CLI arguments.'''
for option in options:
for option_name in options[option]:
if option_name in tab:
params[option] = True
break
def print_help(name):
'''Prints some help message.'''
print(f'''SYNOPSIS
{name} [OPTIONS] [PATHS...]
DESCRIPTION
{', '.join(options["help"])}
prints this help message
{', '.join(options["recursive"])}
run on all subfolders of paths given
{', '.join(options["mods"])}
run on locally installed modules
{', '.join(options["no-old-file"])}
do not create *.old files
{', '.join(options["verbose"])}
add output information
''')
def main():
'''Main function'''
set_params(_argv)
set_params_folders(_argv)
if params["help"]:
print_help(_argv[0])
elif params["recursive"] and params["mods"]:
print("Option --installed-mods is incompatible with --recursive")
else:
# Add recursivity message
print("Running ", end='')
if params["recursive"]:
print("recursively ", end='')
# Running
if params["mods"]:
print(f"on all locally installed modules in {os.path.abspath('~/.minetest/mods/')}")
run_all_subfolders("~/.minetest/mods")
elif len(params["folders"]) >= 2:
print("on folder list:", params["folders"])
for f in params["folders"]:
if params["recursive"]:
run_all_subfolders(f)
else:
update_folder(f)
elif len(params["folders"]) == 1:
print("on folder", params["folders"][0])
if params["recursive"]:
run_all_subfolders(params["folders"][0])
else:
update_folder(params["folders"][0])
else:
print("on folder", os.path.abspath("./"))
if params["recursive"]:
run_all_subfolders(os.path.abspath("./"))
else:
update_folder(os.path.abspath("./"))
#group 2 will be the string, groups 1 and 3 will be the delimiters (" or ')
#See https://stackoverflow.com/questions/46967465/regex-match-text-in-either-single-or-double-quote
pattern_lua = re.compile(r'[\.=^\t,{\(\s]N?S\(\s*(["\'])((?:\\\1|(?:(?!\1)).)*)(\1)[\s,\)]', re.DOTALL)
pattern_lua_bracketed = re.compile(r'[\.=^\t,{\(\s]N?S\(\s*\[\[(.*?)\]\][\s,\)]', re.DOTALL)
# Handles "concatenation" .. " of strings"
pattern_concat = re.compile(r'["\'][\s]*\.\.[\s]*["\']', re.DOTALL)
pattern_tr = re.compile(r'(.+?[^@])=(.*)')
pattern_name = re.compile(r'^name[ ]*=[ ]*([^ \n]*)')
pattern_tr_filename = re.compile(r'\.tr$')
pattern_po_language_code = re.compile(r'(.*)\.po$')
#attempt to read the mod's name from the mod.conf file. Returns None on failure
def get_modname(folder):
try:
with open(os.path.join(folder, "mod.conf"), "r", encoding='utf-8') as mod_conf:
for line in mod_conf:
match = pattern_name.match(line)
if match:
return match.group(1)
except FileNotFoundError:
pass
return None
#If there are already .tr files in /locale, returns a list of their names
def get_existing_tr_files(folder):
out = []
for root, dirs, files in os.walk(os.path.join(folder, 'locale/')):
for name in files:
if pattern_tr_filename.search(name):
out.append(name)
return out
# A series of search and replaces that massage a .po file's contents into
# a .tr file's equivalent
def process_po_file(text):
# The first three items are for unused matches
text = re.sub(r'#~ msgid "', "", text)
text = re.sub(r'"\n#~ msgstr ""\n"', "=", text)
text = re.sub(r'"\n#~ msgstr "', "=", text)
# comment lines
text = re.sub(r'#.*\n', "", text)
# converting msg pairs into "=" pairs
text = re.sub(r'msgid "', "", text)
text = re.sub(r'"\nmsgstr ""\n"', "=", text)
text = re.sub(r'"\nmsgstr "', "=", text)
# various line breaks and escape codes
text = re.sub(r'"\n"', "", text)
text = re.sub(r'"\n', "\n", text)
text = re.sub(r'\\"', '"', text)
text = re.sub(r'\\n', '@n', text)
# remove header text
text = re.sub(r'=Project-Id-Version:.*\n', "", text)
# remove double-spaced lines
text = re.sub(r'\n\n', '\n', text)
return text
# Go through existing .po files and, if a .tr file for that language
# *doesn't* exist, convert it and create it.
# The .tr file that results will subsequently be reprocessed so
# any "no longer used" strings will be preserved.
# Note that "fuzzy" tags will be lost in this process.
def process_po_files(folder, modname):
for root, dirs, files in os.walk(os.path.join(folder, 'locale/')):
for name in files:
code_match = pattern_po_language_code.match(name)
if code_match == None:
continue
language_code = code_match.group(1)
tr_name = modname + "." + language_code + ".tr"
tr_file = os.path.join(root, tr_name)
if os.path.exists(tr_file):
if params["verbose"]:
print(f"{tr_name} already exists, ignoring {name}")
continue
fname = os.path.join(root, name)
with open(fname, "r", encoding='utf-8') as po_file:
if params["verbose"]:
print(f"Importing translations from {name}")
text = process_po_file(po_file.read())
with open(tr_file, "wt", encoding='utf-8') as tr_out:
tr_out.write(text)
# from https://stackoverflow.com/questions/600268/mkdir-p-functionality-in-python/600612#600612
# Creates a directory if it doesn't exist, silently does
# nothing if it already exists
def mkdir_p(path):
try:
os.makedirs(path)
except OSError as exc: # Python >2.5
if exc.errno == errno.EEXIST and os.path.isdir(path):
pass
else: raise
# Converts the template dictionary to a text to be written as a file
# dKeyStrings is a dictionary of localized string to source file sets
# dOld is a dictionary of existing translations and comments from
# the previous version of this text
def strings_to_text(dkeyStrings, dOld, mod_name):
lOut = [f"# textdomain: {mod_name}\n"]
dGroupedBySource = {}
for key in dkeyStrings:
sourceList = list(dkeyStrings[key])
sourceList.sort()
sourceString = "\n".join(sourceList)
listForSource = dGroupedBySource.get(sourceString, [])
listForSource.append(key)
dGroupedBySource[sourceString] = listForSource
lSourceKeys = list(dGroupedBySource.keys())
lSourceKeys.sort()
for source in lSourceKeys:
localizedStrings = dGroupedBySource[source]
localizedStrings.sort()
lOut.append("")
lOut.append(source)
lOut.append("")
for localizedString in localizedStrings:
val = dOld.get(localizedString, {})
translation = val.get("translation", "")
comment = val.get("comment")
if len(localizedString) > doublespace_threshold and not lOut[-1] == "":
lOut.append("")
if comment != None:
lOut.append(comment)
lOut.append(f"{localizedString}={translation}")
if len(localizedString) > doublespace_threshold:
lOut.append("")
unusedExist = False
for key in dOld:
if key not in dkeyStrings:
val = dOld[key]
translation = val.get("translation")
comment = val.get("comment")
# only keep an unused translation if there was translated
# text or a comment associated with it
if translation != None and (translation != "" or comment):
if not unusedExist:
unusedExist = True
lOut.append("\n\n##### not used anymore #####\n")
if len(key) > doublespace_threshold and not lOut[-1] == "":
lOut.append("")
if comment != None:
lOut.append(comment)
lOut.append(f"{key}={translation}")
if len(key) > doublespace_threshold:
lOut.append("")
return "\n".join(lOut) + '\n'
# Writes a template.txt file
# dkeyStrings is the dictionary returned by generate_template
def write_template(templ_file, dkeyStrings, mod_name):
# read existing template file to preserve comments
existing_template = import_tr_file(templ_file)
text = strings_to_text(dkeyStrings, existing_template[0], mod_name)
mkdir_p(os.path.dirname(templ_file))
with open(templ_file, "wt", encoding='utf-8') as template_file:
template_file.write(text)
# Gets all translatable strings from a lua file
def read_lua_file_strings(lua_file):
lOut = []
with open(lua_file, encoding='utf-8') as text_file:
text = text_file.read()
#TODO remove comments here
text = re.sub(pattern_concat, "", text)
strings = []
for s in pattern_lua.findall(text):
strings.append(s[1])
for s in pattern_lua_bracketed.findall(text):
strings.append(s)
for s in strings:
s = re.sub(r'"\.\.\s+"', "", s)
s = re.sub("@[^@=0-9]", "@@", s)
s = s.replace('\\"', '"')
s = s.replace("\\'", "'")
s = s.replace("\n", "@n")
s = s.replace("\\n", "@n")
s = s.replace("=", "@=")
lOut.append(s)
return lOut
# Gets strings from an existing translation file
# returns both a dictionary of translations
# and the full original source text so that the new text
# can be compared to it for changes.
def import_tr_file(tr_file):
dOut = {}
text = None
if os.path.exists(tr_file):
with open(tr_file, "r", encoding='utf-8') as existing_file :
# save the full text to allow for comparison
# of the old version with the new output
text = existing_file.read()
existing_file.seek(0)
# a running record of the current comment block
# we're inside, to allow preceeding multi-line comments
# to be retained for a translation line
latest_comment_block = None
for line in existing_file.readlines():
line = line.rstrip('\n')
if line[:3] == "###":
# Reset comment block if we hit a header
latest_comment_block = None
continue
if line[:1] == "#":
# Save the comment we're inside
if not latest_comment_block:
latest_comment_block = line
else:
latest_comment_block = latest_comment_block + "\n" + line
continue
match = pattern_tr.match(line)
if match:
# this line is a translated line
outval = {}
outval["translation"] = match.group(2)
if latest_comment_block:
# if there was a comment, record that.
outval["comment"] = latest_comment_block
latest_comment_block = None
dOut[match.group(1)] = outval
return (dOut, text)
# Walks all lua files in the mod folder, collects translatable strings,
# and writes it to a template.txt file
# Returns a dictionary of localized strings to source file sets
# that can be used with the strings_to_text function.
def generate_template(folder, mod_name):
dOut = {}
for root, dirs, files in os.walk(folder):
for name in files:
if fnmatch.fnmatch(name, "*.lua"):
fname = os.path.join(root, name)
found = read_lua_file_strings(fname)
if params["verbose"]:
print(f"{fname}: {str(len(found))} translatable strings")
for s in found:
sources = dOut.get(s, set())
sources.add(f"### {os.path.basename(fname)} ###")
dOut[s] = sources
if len(dOut) == 0:
return None
templ_file = os.path.join(folder, "locale/template.txt")
write_template(templ_file, dOut, mod_name)
return dOut
# Updates an existing .tr file, copying the old one to a ".old" file
# if any changes have happened
# dNew is the data used to generate the template, it has all the
# currently-existing localized strings
def update_tr_file(dNew, mod_name, tr_file):
if params["verbose"]:
print(f"updating {tr_file}")
tr_import = import_tr_file(tr_file)
dOld = tr_import[0]
textOld = tr_import[1]
textNew = strings_to_text(dNew, dOld, mod_name)
if textOld and textOld != textNew:
print(f"{tr_file} has changed.")
if not params["no-old-file"]:
shutil.copyfile(tr_file, f"{tr_file}.old")
with open(tr_file, "w", encoding='utf-8') as new_tr_file:
new_tr_file.write(textNew)
# Updates translation files for the mod in the given folder
def update_mod(folder):
modname = get_modname(folder)
if modname is not None:
process_po_files(folder, modname)
print(f"Updating translations for {modname}")
data = generate_template(folder, modname)
if data == None:
print(f"No translatable strings found in {modname}")
else:
for tr_file in get_existing_tr_files(folder):
update_tr_file(data, modname, os.path.join(folder, "locale/", tr_file))
else:
print("Unable to find modname in folder " + folder)
# Determines if the folder being pointed to is a mod or a mod pack
# and then runs update_mod accordingly
def update_folder(folder):
is_modpack = os.path.exists(os.path.join(folder, "modpack.txt")) or os.path.exists(os.path.join(folder, "modpack.conf"))
if is_modpack:
subfolders = [f.path for f in os.scandir(folder) if f.is_dir()]
for subfolder in subfolders:
update_mod(subfolder + "/")
else:
update_mod(folder)
print("Done.")
def run_all_subfolders(folder):
for modfolder in [f.path for f in os.scandir(folder) if f.is_dir()]:
update_folder(modfolder + "/")
main()

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local path = minetest.get_modpath(minetest.get_current_modname())
dofile(path.."/cloudlands.lua")

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# textdomain: cloudlands
### cloudlands.lua ###
Ancient Portalstone=
Bark of @1=
Bert Shackleton=
Blossom=
Cobweb=
Construction requires 14 blocks of ancient portalstone. We have no knowledge of how portalstones were created, the means to craft them are likely lost to time, so our only source has been to scavenge the Nether for the remnants of ancient broken portals. A finished frame is four blocks wide, five blocks high, and stands vertically, like a doorway.=
Dead bleached wood=
Diary of Bert Shackleton=
Fossil Display=
Fossilized Egg=
Giant Ziricote=
Giant tree=
Glowing @1=
Hallelujah Mountains Portal=
Heart of the Tree=
Leaves of a giant tree=
Sakura blossom=
The aerostat is lost.@n@nHowever, salvage attempts throughout the night managed to@nsave most provisions before it finally broke apart and fell.@n@n ---@=@=@=@=---@n@nThis island is highly exposed and the weather did not treat@nthe tents well. We have enlarged a sheltered crag in the @1,@nbut it is laborous work and the condition of some of the party@nis becoming cause for concern.@n@nQuite a journey is now required, we cannot stay - nobody will@nlook for us here. McNish is attempting to strengthen the gliders.@n@n ---@=@=@=@=---=
The only portal we managed to scavenge enough portalstone to build took us to a land of floating islands. There were hills and forests and even water up there, but the edges are a perilous drop — a depth of which we cannot even begin to plumb.=
Weddell Outpost, November 21=
Wisteria blossom=
ice=
rock=

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name = cloudlands
optional_depends = nether, vines, biomeinfo, schemlib, default, mcl_core, xpanes, ethereal, main
description = """
Hallelujah Mountains for Minetest
Giant rocks floating suspended in magnetic eddies.
This can be run with or without a normal terrain mapgen, allowing pure skylands or an exotic addition to the landscape.
Configurable settings include the altitude islands appear, and the ability to restrict the area they spawn. If you only ever see snow-covered islands then enable the "Use lowland biomes" option.
"""

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# If true then islands will use biomes from altitude 10 - higher than beaches
# and lower than mountains. This avoids a problem with some mods which have
# alpine biomes, causing all islands to be alpine/snowy due to their altitude,
# however plant-life may still reflect the actual altitude of the islands.
#
# Turn this off to have each island's altitude affect its biome.
cloudlands_use_lowland_biomes (Use lowland biomes) bool false
# The average altitude islands are found at
#
# In Minetest game, ores like iron and diamond will be generated if the
# altitude of islands is set above 1200 and "Generate ores inside islands"
# is Enabled.
cloudlands_altitude (Altitude of islands) int 200
# The rough variance of altitude in islands (plus or minus this value)
cloudlands_altitude_amplitude (Altitude variance) int 40
# Generates patches of sand and dirt inside island stone cores.
cloudlands_generate_ores (Generate ores inside islands - patches of dirt, sand etc.) bool false
# Set this to 0 to disable vines.
#
# A percentage value between 0 and 100 which controls the likelyhood of each
# node on an island edge having a vine growing down it.
# This option is ignored unless played with a game or mod which provides vines,
# such as plantlife_modpack, vines, or MineClone2.
# This setting does not alter the temperature or humidity determining whether
# vines will be present on an island.
cloudlands_vine_coverage (Vine coverage %) int 30 0 100
# If you wish to have large areas of the map without islands then specify
# here the area where islands may spawn.
#
# The format is:
# minimum_x minimum_z maximum_x maximum_z
cloudlands_limit_rect (Limit island locations within rectange) string -32000 -32000 32000 32000
# Leave blank to allow islands to appear in any biome
# Otherwise list biomes by name, with a space between each one.
#
# Example:
# cold_desert sandstone_desert
cloudlands_limit_biome (Limit island locations within listed biomes) string
# Only used when "Limit island locations within listed biomes" is set.
# This specifies the altitude of biomes which determine whether islands can
# spawn, allowing islands to have their own biome system at island altitude
# while still having locations limited by the biomes at ground level.
#
# Set to about 10 to use ground level biomes (10 is higher than beaches)
# Leave blank to use the islands' altitudes.
cloudlands_limit_biome_altitude (Altitude for listed biomes) string
# Set this to 0 to disable giant trees.
#
# A percentage value between 0 and 100 which controls the spread of the
# rare and gigantic trees which can sometimes be found growing on islands.
cloudlands_giant_tree_rarety (Giant tree rarety %) int 5 0 100
# Set true to allow glowing rarer variants of the rare and gigantic trees
# which can sometimes be found growing on islands.
#
# This option is ignored if tree rarety is set to 0
cloudlands_bioluminescence (Allow glowing trees) bool false
# Set true to allow players to build portals to islands.
#
# Portals require the Nether mod.
cloudlands_enable_portals (Enable portals to the islands) bool true