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settingtypes.txt
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settingtypes.txt
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# This file contains all settings displayed in the settings menu.
#
# General format:
# name (Readable name) type type_args
#
# Note that the parts are separated by exactly one space
#
# `type` can be:
# - int
# - string
# - bool
# - float
# - enum
# - path
# - filepath
# - key (will be ignored in GUI, since a special key change dialog exists)
# - flags
# - noise_params_2d
# - noise_params_3d
# - v3f
#
# `type_args` can be:
# * int:
# - default
# - default min max
# * string:
# - default (if default is not specified then "" is set)
# * bool:
# - default
# * float:
# - default
# - default min max
# * enum:
# - default value1,value2,...
# * path:
# - default (if default is not specified then "" is set)
# * filepath:
# - default (if default is not specified then "" is set)
# * key:
# - default
# * flags:
# Flags are always separated by comma without spaces.
# - default possible_flags
# * noise_params_2d:
# Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
# - default
# * noise_params_3d:
# Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
# - default
# * v3f:
# Format is (<X>, <Y>, <Z>)
# - default
#
# Comments directly above a setting are bound to this setting.
# All other comments are ignored.
#
# Comments and (Readable name) are handled by gettext.
# Comments should be complete sentences that describe the setting and possibly
# give the user additional useful insight.
# Sections are marked by a single line in the format: [Section Name]
# Sub-section are marked by adding * in front of the section name: [*Sub-section]
# Sub-sub-sections have two * etc.
# There shouldn't be too much settings per category; settings that shouldn't be
# modified by the "average user" should be in (sub-)categories called "Advanced".
[Controls]
[*General]
# If enabled, you can place blocks at the position (feet + eye level) where you stand.
# This is helpful when working with nodeboxes in small areas.
enable_build_where_you_stand (Build inside player) bool false
# Smooths camera when looking around. Also called look or mouse smoothing.
# Useful for recording videos.
cinematic (Cinematic mode) bool false
# Smooths rotation of camera. 0 to disable.
camera_smoothing (Camera smoothing) float 0.0 0.0 0.99
# Smooths rotation of camera in cinematic mode. 0 to disable.
cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99
# If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
# descending.
aux1_descends (Aux1 key for climbing/descending) bool false
# Double-tapping the jump key toggles fly mode.
doubletap_jump (Double tap jump for fly) bool false
# If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
# enabled.
always_fly_fast (Always fly fast) bool true
# The time in seconds it takes between repeated node placements when holding
# the place button.
repeat_place_time (Place repetition interval) float 0.25 0.25 2
# Automatically jump up single-node obstacles.
autojump (Automatic jumping) bool false
# Prevent digging and placing from repeating when holding the mouse buttons.
# Enable this when you dig or place too often by accident.
safe_dig_and_place (Safe digging and placing) bool false
[*Keyboard and Mouse]
# Invert vertical mouse movement.
invert_mouse (Invert mouse) bool false
# Mouse sensitivity multiplier.
mouse_sensitivity (Mouse sensitivity) float 0.2 0.001 10.0
[*Touchscreen]
# The length in pixels it takes for touch screen interaction to start.
touchscreen_threshold (Touch screen threshold) int 20 0 100
# (Android) Fixes the position of virtual joystick.
# If disabled, virtual joystick will center to first-touch's position.
fixed_virtual_joystick (Fixed virtual joystick) bool false
# (Android) Use virtual joystick to trigger "Aux1" button.
# If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool false
[Graphics and Audio]
[*Graphics]
[**Screen]
# Width component of the initial window size. Ignored in fullscreen mode.
screen_w (Screen width) int 1024 1 65535
# Height component of the initial window size. Ignored in fullscreen mode.
screen_h (Screen height) int 600 1 65535
# Save window size automatically when modified.
autosave_screensize (Autosave screen size) bool true
# Fullscreen mode.
fullscreen (Full screen) bool false
# Open the pause menu when the window's focus is lost. Does not pause if a formspec is
# open.
pause_on_lost_focus (Pause on lost window focus) bool false
[**FPS]
# If FPS would go higher than this, limit it by sleeping
# to not waste CPU power for no benefit.
fps_max (Maximum FPS) int 60 1 4294967295
# Vertical screen synchronization.
vsync (VSync) bool false
# Maximum FPS when the window is not focused, or when the game is paused.
fps_max_unfocused (FPS when unfocused or paused) int 20 1 4294967295
# View distance in nodes.
viewing_range (Viewing range) int 190 20 4000
# Undersampling is similar to using a lower screen resolution, but it applies
# to the game world only, keeping the GUI intact.
# It should give a significant performance boost at the cost of less detailed image.
# Higher values result in a less detailed image.
undersampling (Undersampling) int 1 1 8
[**Graphics Effects]
# Makes all liquids opaque
opaque_water (Opaque liquids) bool false
# Leaves style:
# - Fancy: all faces visible
# - Simple: only outer faces, if defined special_tiles are used
# - Opaque: disable transparency
leaves_style (Leaves style) enum fancy fancy,simple,opaque
# Connects glass if supported by node.
connected_glass (Connect glass) bool false
# Enable smooth lighting with simple ambient occlusion.
# Disable for speed or for different looks.
smooth_lighting (Smooth lighting) bool true
# Enables tradeoffs that reduce CPU load or increase rendering performance
# at the expense of minor visual glitches that do not impact game playability.
performance_tradeoffs (Tradeoffs for performance) bool false
# Adds particles when digging a node.
enable_particles (Digging particles) bool true
[**3d]
# 3D support.
# Currently supported:
# - none: no 3d output.
# - anaglyph: cyan/magenta color 3d.
# - 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.
3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview,pageflip
# Strength of 3D mode parallax.
3d_paralax_strength (3D mode parallax strength) float 0.025 -0.087 0.087
[**Bobbing]
# Arm inertia, gives a more realistic movement of
# the arm when the camera moves.
arm_inertia (Arm inertia) bool true
# Enable view bobbing and amount of view bobbing.
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
view_bobbing_amount (View bobbing factor) float 1.0 0.0 7.9
# Multiplier for fall bobbing.
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
fall_bobbing_amount (Fall bobbing factor) float 0.03 0.0 100.0
[**Camera]
# Camera 'near clipping plane' distance in nodes, between 0 and 0.25
# Only works on GLES platforms. Most users will not need to change this.
# Increasing can reduce artifacting on weaker GPUs.
# 0.1 = Default, 0.25 = Good value for weaker tablets.
near_plane (Near plane) float 0.1 0 0.25
# Field of view in degrees.
fov (Field of view) int 72 45 160
# Alters the light curve by applying 'gamma correction' to it.
# Higher values make middle and lower light levels brighter.
# Value '1.0' leaves the light curve unaltered.
# This only has significant effect on daylight and artificial
# light, it has very little effect on natural night light.
display_gamma (Light curve gamma) float 1.0 0.33 3.0
# The strength (darkness) of node ambient-occlusion shading.
# Lower is darker, Higher is lighter. The valid range of values for this
# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
# set to the nearest valid value.
ambient_occlusion_gamma (Ambient occlusion gamma) float 2.2 0.25 4.0
[**Screenshots]
# Path to save screenshots at. Can be an absolute or relative path.
# The folder will be created if it doesn't already exist.
screenshot_path (Screenshot folder) path screenshots
# Format of screenshots.
screenshot_format (Screenshot format) enum png png,jpg
# Screenshot quality. Only used for JPEG format.
# 1 means worst quality; 100 means best quality.
# Use 0 for default quality.
screenshot_quality (Screenshot quality) int 0 0 100
[**Node and Entity Highlighting]
# Method used to highlight selected object.
node_highlighting (Node highlighting) enum box box,halo,none
# Show entity selection boxes
# A restart is required after changing this.
show_entity_selectionbox (Show entity selection boxes) bool false
# Selection box border color (R,G,B).
selectionbox_color (Selection box color) string (0,0,0)
# Width of the selection box lines around nodes.
selectionbox_width (Selection box width) int 2 1 5
# Crosshair color (R,G,B).
# Also controls the object crosshair color
crosshair_color (Crosshair color) string (255,255,255)
# Crosshair alpha (opaqueness, between 0 and 255).
# This also applies to the object crosshair.
crosshair_alpha (Crosshair alpha) int 255 0 255
[**Fog]
# Whether to fog out the end of the visible area.
enable_fog (Fog) bool true
# Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
directional_colored_fog (Colored fog) bool true
# Fraction of the visible distance at which fog starts to be rendered
fog_start (Fog start) float 0.4 0.0 0.99
[**Clouds]
# Clouds are a client side effect.
enable_clouds (Clouds) bool true
# Use 3D cloud look instead of flat.
enable_3d_clouds (3D clouds) bool true
[**Filtering and Antialiasing]
# Use mipmapping to scale textures. May slightly increase performance,
# especially when using a high resolution texture pack.
# Gamma correct downscaling is not supported.
mip_map (Mipmapping) bool false
# Use anisotropic filtering when viewing at textures from an angle.
anisotropic_filter (Anisotropic filtering) bool false
# Use bilinear filtering when scaling textures.
bilinear_filter (Bilinear filtering) bool false
# Use trilinear filtering when scaling textures.
trilinear_filter (Trilinear filtering) bool false
# Filtered textures can blend RGB values with fully-transparent neighbors,
# which PNG optimizers usually discard, often resulting in dark or
# light edges to transparent textures. Apply a filter to clean that up
# at texture load time. This is automatically enabled if mipmapping is enabled.
texture_clean_transparent (Clean transparent textures) bool false
# When using bilinear/trilinear/anisotropic filters, low-resolution textures
# can be blurred, so automatically upscale them with nearest-neighbor
# interpolation to preserve crisp pixels. This sets the minimum texture size
# for the upscaled textures; higher values look sharper, but require more
# memory. Powers of 2 are recommended. This setting is ONLY applied if
# bilinear/trilinear/anisotropic filtering is enabled.
# This is also used as the base node texture size for world-aligned
# texture autoscaling.
texture_min_size (Minimum texture size) int 64 1 32768
# Use multi-sample antialiasing (MSAA) to smooth out block edges.
# This algorithm smooths out the 3D viewport while keeping the image sharp,
# but it doesn't affect the insides of textures
# (which is especially noticeable with transparent textures).
# Visible spaces appear between nodes when shaders are disabled.
# If set to 0, MSAA is disabled.
# A restart is required after changing this option.
fsaa (FSAA) enum 0 0,1,2,4,8,16
[*Shaders]
# Shaders allow advanced visual effects and may increase performance on some video
# cards.
# This only works with the OpenGL video backend.
enable_shaders (Shaders) bool true
[**Tone Mapping]
# Enables Hable's 'Uncharted 2' filmic tone mapping.
# Simulates the tone curve of photographic film and how this approximates the
# appearance of high dynamic range images. Mid-range contrast is slightly
# enhanced, highlights and shadows are gradually compressed.
tone_mapping (Filmic tone mapping) bool false
[**Waving Nodes]
# Set to true to enable waving leaves.
# Requires shaders to be enabled.
enable_waving_leaves (Waving leaves) bool false
# Set to true to enable waving plants.
# Requires shaders to be enabled.
enable_waving_plants (Waving plants) bool false
# Set to true to enable waving liquids (like water).
# Requires shaders to be enabled.
enable_waving_water (Waving liquids) bool false
# The maximum height of the surface of waving liquids.
# 4.0 = Wave height is two nodes.
# 0.0 = Wave doesn't move at all.
# Default is 1.0 (1/2 node).
# Requires waving liquids to be enabled.
water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0
# Length of liquid waves.
# Requires waving liquids to be enabled.
water_wave_length (Waving liquids wavelength) float 20.0 0.1
# How fast liquid waves will move. Higher = faster.
# If negative, liquid waves will move backwards.
# Requires waving liquids to be enabled.
water_wave_speed (Waving liquids wave speed) float 5.0
[**Dynamic shadows]
# Set to true to enable Shadow Mapping.
# Requires shaders to be enabled.
enable_dynamic_shadows (Dynamic shadows) bool false
# Set the shadow strength gamma.
# Adjusts the intensity of in-game dynamic shadows.
# Lower value means lighter shadows, higher value means darker shadows.
shadow_strength_gamma (Shadow strength gamma) float 1.0 0.1 10.0
# Maximum distance to render shadows.
shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 120.0 10.0 1000.0
# Texture size to render the shadow map on.
# This must be a power of two.
# Bigger numbers create better shadows but it is also more expensive.
shadow_map_texture_size (Shadow map texture size) int 1024 128 8192
# Sets shadow texture quality to 32 bits.
# On false, 16 bits texture will be used.
# This can cause much more artifacts in the shadow.
shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
# Enable Poisson disk filtering.
# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
shadow_poisson_filter (Poisson filtering) bool true
# Define shadow filtering quality.
# This simulates the soft shadows effect by applying a PCF or Poisson disk
# but also uses more resources.
shadow_filters (Shadow filter quality) enum 1 0,1,2
# Enable colored shadows.
# On true translucent nodes cast colored shadows. This is expensive.
shadow_map_color (Colored shadows) bool false
# Spread a complete update of shadow map over given amount of frames.
# Higher values might make shadows laggy, lower values
# will consume more resources.
# Minimum value: 1; maximum value: 16
shadow_update_frames (Map shadows update frames) int 8 1 16
# Set the soft shadow radius size.
# Lower values mean sharper shadows, bigger values mean softer shadows.
# Minimum value: 1.0; maximum value: 15.0
shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
# Set the tilt of Sun/Moon orbit in degrees.
# Value of 0 means no tilt / vertical orbit.
# Minimum value: 0.0; maximum value: 60.0
shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 0.0 60.0
[*Audio]
# Volume of all sounds.
# Requires the sound system to be enabled.
sound_volume (Volume) float 0.7 0.0 1.0
# Whether to mute sounds. You can unmute sounds at any time, unless the
# sound system is disabled (enable_sound=false).
# In-game, you can toggle the mute state with the mute key or by using the
# pause menu.
mute_sound (Mute sound) bool false
[*User Interfaces]
# Set the language. Leave empty to use the system language.
# A restart is required after changing this.
language (Language) enum ,be,bg,ca,cs,da,de,el,en,eo,es,et,eu,fi,fr,gd,gl,hu,id,it,ja,jbo,kk,ko,lt,lv,ms,nb,nl,nn,pl,pt,pt_BR,ro,ru,sk,sl,sr_Cyrl,sr_Latn,sv,sw,tr,uk,vi,zh_CN,zh_TW
[**GUIs]
# Scale GUI by a user specified value.
# Use a nearest-neighbor-anti-alias filter to scale the GUI.
# This will smooth over some of the rough edges, and blend
# pixels when scaling down, at the cost of blurring some
# edge pixels when images are scaled by non-integer sizes.
gui_scaling (GUI scaling) float 1.0 0.5 20
# Enables animation of inventory items.
inventory_items_animations (Inventory items animations) bool false
# Formspec full-screen background opacity (between 0 and 255).
formspec_fullscreen_bg_opacity (Formspec Full-Screen Background Opacity) int 140 0 255
# Formspec full-screen background color (R,G,B).
formspec_fullscreen_bg_color (Formspec Full-Screen Background Color) string (0,0,0)
# When gui_scaling_filter is true, all GUI images need to be
# filtered in software, but some images are generated directly
# to hardware (e.g. render-to-texture for nodes in inventory).
gui_scaling_filter (GUI scaling filter) bool false
# When gui_scaling_filter_txr2img is true, copy those images
# from hardware to software for scaling. When false, fall back
# to the old scaling method, for video drivers that don't
# properly support downloading textures back from hardware.
gui_scaling_filter_txr2img (GUI scaling filter txr2img) bool true
# Delay showing tooltips, stated in milliseconds.
tooltip_show_delay (Tooltip delay) int 400 0 18446744073709551615
# Append item name to tooltip.
tooltip_append_itemname (Append item name) bool false
# Use a cloud animation for the main menu background.
menu_clouds (Clouds in menu) bool true
[**HUD]
# Modifies the size of the HUD elements.
hud_scaling (HUD scaling) float 1.0 0.5 20
# Whether name tag backgrounds should be shown by default.
# Mods may still set a background.
show_nametag_backgrounds (Show name tag backgrounds by default) bool true
[**Chat]
# Maximum number of recent chat messages to show
recent_chat_messages (Recent Chat Messages) int 6 2 20
# In-game chat console height, between 0.1 (10%) and 1.0 (100%).
console_height (Console height) float 0.6 0.1 1.0
# In-game chat console background color (R,G,B).
console_color (Console color) string (0,0,0)
# In-game chat console background alpha (opaqueness, between 0 and 255).
console_alpha (Console alpha) int 200 0 255
# Maximum proportion of current window to be used for hotbar.
# Useful if there's something to be displayed right or left of hotbar.
hud_hotbar_max_width (Maximum hotbar width) float 1.0 0.001 1.0
# Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
clickable_chat_weblinks (Chat weblinks) bool true
# Optional override for chat weblink color.
chat_weblink_color (Weblink color) string
# Font size of the recent chat text and chat prompt in point (pt).
# Value 0 will use the default font size.
chat_font_size (Chat font size) int 0 0 72
[**Content Repository]
# The URL for the content repository
contentdb_url (ContentDB URL) string https://content.minetest.net
# Comma-separated list of flags to hide in the content repository.
# "nonfree" can be used to hide packages which do not qualify as 'free software',
# as defined by the Free Software Foundation.
# You can also specify content ratings.
# These flags are independent from Minetest versions,
# so see a full list at https://content.minetest.net/help/content_flags/
contentdb_flag_blacklist (ContentDB Flag Blacklist) string nonfree, desktop_default
# Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
# This should be lower than curl_parallel_limit.
contentdb_max_concurrent_downloads (ContentDB Max Concurrent Downloads) int 3 1
[Client and Server]
[*Client]
# Save the map received by the client on disk.
enable_local_map_saving (Saving map received from server) bool false
# URL to the server list displayed in the Multiplayer Tab.
serverlist_url (Serverlist URL) string servers.minetest.net
# If enabled, account registration is separate from login in the UI.
# If disabled, new accounts will be registered automatically when logging in.
enable_split_login_register (Enable split login/register) bool true
# URL to JSON file which provides information about the newest Minetest release
update_information_url (Update information URL) string https://www.minetest.net/release_info.json
# Unix timestamp (integer) of when the client last checked for an update
# Set this value to "disabled" to never check for updates.
update_last_checked (Last update check) string
# Version number which was last seen during an update check.
#
# Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
# Ex: 5.5.0 is 005005000
update_last_known (Last known version update) int 0
[*Server]
# Name of the player.
# When running a server, clients connecting with this name are admins.
# When starting from the main menu, this is overridden.
name (Admin name) string
[**Serverlist and MOTD]
# Name of the server, to be displayed when players join and in the serverlist.
server_name (Server name) string Minetest server
# Description of server, to be displayed when players join and in the serverlist.
server_description (Server description) string mine here
# Domain name of server, to be displayed in the serverlist.
server_address (Server address) string game.minetest.net
# Homepage of server, to be displayed in the serverlist.
server_url (Server URL) string https://minetest.net
# Automatically report to the serverlist.
server_announce (Announce server) bool false
# Announce to this serverlist.
serverlist_url (Serverlist URL) string servers.minetest.net
# Message of the day displayed to players connecting.
motd (Message of the day) string
# Maximum number of players that can be connected simultaneously.
max_users (Maximum users) int 15 0 65535
# If this is set, players will always (re)spawn at the given position.
static_spawnpoint (Static spawnpoint) string
[**Networking]
# Network port to listen (UDP).
# This value will be overridden when starting from the main menu.
port (Server port) int 30000 1 65535
# The network interface that the server listens on.
bind_address (Bind address) string
# Enable to disallow old clients from connecting.
# Older clients are compatible in the sense that they will not crash when connecting
# to new servers, but they may not support all new features that you are expecting.
strict_protocol_version_checking (Strict protocol checking) bool false
# Specifies URL from which client fetches media instead of using UDP.
# $filename should be accessible from $remote_media$filename via cURL
# (obviously, remote_media should end with a slash).
# Files that are not present will be fetched the usual way.
remote_media (Remote media) string
# Enable/disable running an IPv6 server.
# Ignored if bind_address is set.
# Needs enable_ipv6 to be enabled.
ipv6_server (IPv6 server) bool false
[*Server Security]
# New users need to input this password.
default_password (Default password) string
# If enabled, players cannot join without a password or change theirs to an empty password.
disallow_empty_password (Disallow empty passwords) bool false
# The privileges that new users automatically get.
# See /privs in game for a full list on your server and mod configuration.
default_privs (Default privileges) string interact, shout
# Privileges that players with basic_privs can grant
basic_privs (Basic privileges) string interact, shout
# If enabled, disable cheat prevention in multiplayer.
disable_anticheat (Disable anticheat) bool false
# If enabled, actions are recorded for rollback.
# This option is only read when server starts.
enable_rollback_recording (Rollback recording) bool false
[**Client-side Modding]
# Restricts the access of certain client-side functions on servers.
# Combine the byteflags below to restrict client-side features, or set to 0
# for no restrictions:
# LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
# 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)
# READ_PLAYERINFO: 32 (disable get_player_names call client-side)
csm_restriction_flags (Client side modding restrictions) int 62 0 63
# If the CSM restriction for node range is enabled, get_node calls are limited
# to this distance from the player to the node.
csm_restriction_noderange (Client side node lookup range restriction) int 0 0 4294967295
[**Chat]
# Remove color codes from incoming chat messages
# Use this to stop players from being able to use color in their messages
strip_color_codes (Strip color codes) bool false
# Set the maximum length of a chat message (in characters) sent by clients.
chat_message_max_size (Chat message max length) int 500 10 65535
# Amount of messages a player may send per 10 seconds.
chat_message_limit_per_10sec (Chat message count limit) float 10.0 1.0
# Kick players who sent more than X messages per 10 seconds.
chat_message_limit_trigger_kick (Chat message kick threshold) int 50 1 65535
[*Server Gameplay]
# Controls length of day/night cycle.
# Examples:
# 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
time_speed (Time speed) int 72 0
# Time of day when a new world is started, in millihours (0-23999).
world_start_time (World start time) int 6125 0 23999
# Time in seconds for item entity (dropped items) to live.
# Setting it to -1 disables the feature.
item_entity_ttl (Item entity TTL) int 900 -1
# Specifies the default stack size of nodes, items and tools.
# Note that mods or games may explicitly set a stack for certain (or all) items.
default_stack_max (Default stack size) int 99 1 65535
[**Physics]
# Horizontal and vertical acceleration on ground or when climbing,
# in nodes per second per second.
movement_acceleration_default (Default acceleration) float 3.0 0.0
# Horizontal acceleration in air when jumping or falling,
# in nodes per second per second.
movement_acceleration_air (Acceleration in air) float 2.0 0.0
# Horizontal and vertical acceleration in fast mode,
# in nodes per second per second.
movement_acceleration_fast (Fast mode acceleration) float 10.0 0.0
# Walking and flying speed, in nodes per second.
movement_speed_walk (Walking speed) float 4.0 0.0
# Sneaking speed, in nodes per second.
movement_speed_crouch (Sneaking speed) float 1.35 0.0
# Walking, flying and climbing speed in fast mode, in nodes per second.
movement_speed_fast (Fast mode speed) float 20.0 0.0
# Vertical climbing speed, in nodes per second.
movement_speed_climb (Climbing speed) float 3.0 0.0
# Initial vertical speed when jumping, in nodes per second.
movement_speed_jump (Jumping speed) float 6.5 0.0
# How much you are slowed down when moving inside a liquid.
# Decrease this to increase liquid resistance to movement.
movement_liquid_fluidity (Liquid fluidity) float 1.0 0.001
# Maximum liquid resistance. Controls deceleration when entering liquid at
# high speed.
movement_liquid_fluidity_smooth (Liquid fluidity smoothing) float 0.5
# Controls sinking speed in liquid when idling. Negative values will cause
# you to rise instead.
movement_liquid_sink (Liquid sinking) float 10.0
# Acceleration of gravity, in nodes per second per second.
movement_gravity (Gravity) float 9.81
[Mapgen]
# A chosen map seed for a new map, leave empty for random.
# Will be overridden when creating a new world in the main menu.
fixed_map_seed (Fixed map seed) string
# Name of map generator to be used when creating a new world.
# Creating a world in the main menu will override this.
# Current mapgens in a highly unstable state:
# - The optional floatlands of v7 (disabled by default).
mg_name (Mapgen name) enum v7 v7,valleys,carpathian,v5,flat,fractal,singlenode,v6
# Water surface level of the world.
water_level (Water level) int 1 -31000 31000
# From how far blocks are generated for clients, stated in mapblocks (16 nodes).
max_block_generate_distance (Max block generate distance) int 10 1 32767
# Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
# Only mapchunks completely within the mapgen limit are generated.
# Value is stored per-world.
mapgen_limit (Map generation limit) int 31007 0 31007
# Global map generation attributes.
# In Mapgen v6 the 'decorations' flag controls all decorations except trees
# and jungle grass, in all other mapgens this flag controls all decorations.
mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes,ores caves,dungeons,light,decorations,biomes,ores,nocaves,nodungeons,nolight,nodecorations,nobiomes,noores
[*Biome API noise parameters]
# Temperature variation for biomes.
mg_biome_np_heat (Heat noise) noise_params_2d 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0, eased
# Small-scale temperature variation for blending biomes on borders.
mg_biome_np_heat_blend (Heat blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0, eased
# Humidity variation for biomes.
mg_biome_np_humidity (Humidity noise) noise_params_2d 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0, eased
# Small-scale humidity variation for blending biomes on borders.
mg_biome_np_humidity_blend (Humidity blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0, eased
[*Mapgen V5]
# Map generation attributes specific to Mapgen v5.
mgv5_spflags (Mapgen V5 specific flags) flags caverns caverns,nocaverns
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
mgv5_cave_width (Cave width) float 0.09
# Y of upper limit of large caves.
mgv5_large_cave_depth (Large cave depth) int -256 -31000 31000
# Minimum limit of random number of small caves per mapchunk.
mgv5_small_cave_num_min (Small cave minimum number) int 0 0 256
# Maximum limit of random number of small caves per mapchunk.
mgv5_small_cave_num_max (Small cave maximum number) int 0 0 256
# Minimum limit of random number of large caves per mapchunk.
mgv5_large_cave_num_min (Large cave minimum number) int 0 0 64
# Maximum limit of random number of large caves per mapchunk.
mgv5_large_cave_num_max (Large cave maximum number) int 2 0 64
# Proportion of large caves that contain liquid.
mgv5_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
# Y-level of cavern upper limit.
mgv5_cavern_limit (Cavern limit) int -256 -31000 31000
# Y-distance over which caverns expand to full size.
mgv5_cavern_taper (Cavern taper) int 256 0 32767
# Defines full size of caverns, smaller values create larger caverns.
mgv5_cavern_threshold (Cavern threshold) float 0.7
# Lower Y limit of dungeons.
mgv5_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
# Upper Y limit of dungeons.
mgv5_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
[**Noises]
# Variation of biome filler depth.
mgv5_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0, eased
# Variation of terrain vertical scale.
# When noise is < -0.55 terrain is near-flat.
mgv5_np_factor (Factor noise) noise_params_2d 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0, eased
# Y-level of average terrain surface.
mgv5_np_height (Height noise) noise_params_2d 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0, eased
# First of two 3D noises that together define tunnels.
mgv5_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
# Second of two 3D noises that together define tunnels.
mgv5_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
# 3D noise defining giant caverns.
mgv5_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
# 3D noise defining terrain.
mgv5_np_ground (Ground noise) noise_params_3d 0, 40, (80, 80, 80), 983240, 4, 0.55, 2.0, eased
# 3D noise that determines number of dungeons per mapchunk.
mgv5_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
[*Mapgen V6]
# Map generation attributes specific to Mapgen v6.
# The 'snowbiomes' flag enables the new 5 biome system.
# When the 'snowbiomes' flag is enabled jungles are automatically enabled and
# the 'jungles' flag is ignored.
mgv6_spflags (Mapgen V6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,noflat,trees jungles,biomeblend,mudflow,snowbiomes,flat,trees,nojungles,nobiomeblend,nomudflow,nosnowbiomes,noflat,notrees
# Deserts occur when np_biome exceeds this value.
# When the 'snowbiomes' flag is enabled, this is ignored.
mgv6_freq_desert (Desert noise threshold) float 0.45
# Sandy beaches occur when np_beach exceeds this value.
mgv6_freq_beach (Beach noise threshold) float 0.15
# Lower Y limit of dungeons.
mgv6_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
# Upper Y limit of dungeons.
mgv6_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
[**Noises]
# Y-level of lower terrain and seabed.
mgv6_np_terrain_base (Terrain base noise) noise_params_2d -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0, eased
# Y-level of higher terrain that creates cliffs.
mgv6_np_terrain_higher (Terrain higher noise) noise_params_2d 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0, eased
# Varies steepness of cliffs.
mgv6_np_steepness (Steepness noise) noise_params_2d 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0, eased
# Defines distribution of higher terrain.
mgv6_np_height_select (Height select noise) noise_params_2d 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0, eased
# Varies depth of biome surface nodes.
mgv6_np_mud (Mud noise) noise_params_2d 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0, eased
# Defines areas with sandy beaches.
mgv6_np_beach (Beach noise) noise_params_2d 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0, eased
# Temperature variation for biomes.
mgv6_np_biome (Biome noise) noise_params_2d 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0, eased
# Variation of number of caves.
mgv6_np_cave (Cave noise) noise_params_2d 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0, eased
# Humidity variation for biomes.
mgv6_np_humidity (Humidity noise) noise_params_2d 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0, eased
# Defines tree areas and tree density.
mgv6_np_trees (Trees noise) noise_params_2d 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0, eased
# Defines areas where trees have apples.
mgv6_np_apple_trees (Apple trees noise) noise_params_2d 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0, eased
[*Mapgen V7]
# Map generation attributes specific to Mapgen v7.
# 'ridges': Rivers.
# 'floatlands': Floating land masses in the atmosphere.
# 'caverns': Giant caves deep underground.
mgv7_spflags (Mapgen V7 specific flags) flags mountains,ridges,nofloatlands,caverns mountains,ridges,floatlands,caverns,nomountains,noridges,nofloatlands,nocaverns
# Y of mountain density gradient zero level. Used to shift mountains vertically.
mgv7_mount_zero_level (Mountain zero level) int 0 -31000 31000
# Lower Y limit of floatlands.
mgv7_floatland_ymin (Floatland minimum Y) int 1024 -31000 31000
# Upper Y limit of floatlands.
mgv7_floatland_ymax (Floatland maximum Y) int 4096 -31000 31000
# Y-distance over which floatlands taper from full density to nothing.
# Tapering starts at this distance from the Y limit.
# For a solid floatland layer, this controls the height of hills/mountains.
# Must be less than or equal to half the distance between the Y limits.
mgv7_floatland_taper (Floatland tapering distance) int 256 0 32767
# Exponent of the floatland tapering. Alters the tapering behaviour.
# Value = 1.0 creates a uniform, linear tapering.
# Values > 1.0 create a smooth tapering suitable for the default separated
# floatlands.
# Values < 1.0 (for example 0.25) create a more defined surface level with
# flatter lowlands, suitable for a solid floatland layer.
mgv7_float_taper_exp (Floatland taper exponent) float 2.0
# Adjusts the density of the floatland layer.
# Increase value to increase density. Can be positive or negative.
# Value = 0.0: 50% of volume is floatland.
# Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
# to be sure) creates a solid floatland layer.
mgv7_floatland_density (Floatland density) float -0.6
# Surface level of optional water placed on a solid floatland layer.
# Water is disabled by default and will only be placed if this value is set
# to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
# upper tapering).
# ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
# When enabling water placement the floatlands must be configured and tested
# to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
# required value depending on 'mgv7_np_floatland'), to avoid
# server-intensive extreme water flow and to avoid vast flooding of the
# world surface below.
mgv7_floatland_ywater (Floatland water level) int -31000 -31000 31000
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
mgv7_cave_width (Cave width) float 0.09
# Y of upper limit of large caves.
mgv7_large_cave_depth (Large cave depth) int -33 -31000 31000
# Minimum limit of random number of small caves per mapchunk.
mgv7_small_cave_num_min (Small cave minimum number) int 0 0 256
# Maximum limit of random number of small caves per mapchunk.
mgv7_small_cave_num_max (Small cave maximum number) int 0 0 256
# Minimum limit of random number of large caves per mapchunk.
mgv7_large_cave_num_min (Large cave minimum number) int 0 0 64