Setting Types
Setting Types
#
# 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>, <persistance>, <lacunarity>[, <default flags>]
# - default
# * noise_params_3d:
# Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>),
<seed>, <octaves>, <persistance>, <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]
# 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
# If enabled together with fly mode, player is able to fly through solid nodes.
# This requires the "noclip" privilege on the server.
noclip (Noclip) bool false
# Smooths camera when looking around. Also called look or mouse smoothing.
# Useful for recording videos.
cinematic (Cinematic mode) bool false
# If enabled, "special" key instead of "sneak" key is used for climbing down and
descending.
aux1_descends (Special key for climbing/descending) bool false
# If disabled, "special" key is used to fly fast if both fly and fast mode are
enabled.
always_fly_fast (Always fly and fast) bool true
# The time in seconds it takes between repeated right clicks when holding the
right mouse button.
repeat_rightclick_time (Rightclick repetition interval) float 0.25
# 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
# Enable joysticks
enable_joysticks (Enable joysticks) bool false
# Key for toggling the camera update. Only used for development
# See
http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf
72eb3
keymap_toggle_update_camera (Camera update toggle key) key
# Key for toggling the display of the profiler. Used for development.
# See
http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf
72eb3
keymap_toggle_profiler (Profiler toggle key) key KEY_F6
[Graphics]
[*In-Game]
[**Basic]
# Enable VBO
enable_vbo (VBO) bool true
# 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
[**Filtering]
[**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]
[***Bumpmapping]
[***Parallax Occlusion]
# Strength of parallax.
3d_paralax_strength (Parallax occlusion strength) float 0.025
[**Advanced]
# 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
# Fullscreen mode.
fullscreen (Full screen) bool false
# Bits per pixel (aka color depth) in fullscreen mode.
fullscreen_bpp (Full screen BPP) int 24
# 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.
display_gamma (Gamma) float 1.0 0.5 3.0
# Path to texture directory. All textures are first searched from here.
texture_path (Texture path) path
# 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
# In-game chat console height, between 0.1 (10%) and 1.0 (100%).
console_height (Console height) float 0.6 0.1 1.0
# Delay between mesh updates on the client in ms. Increasing this will slow
# down the rate of mesh updates, thus reducing jitter on slower clients.
mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
# Size of the MapBlock cache of the mesh generator. Increasing this will
# increase the cache hit %, reducing the data being copied from the main
# thread, thus reducing jitter.
meshgen_block_cache_size (Mapblock mesh generator's MapBlock cache size MB) int 20
0 1000
# Enables minimap.
enable_minimap (Minimap) bool true
# True = 256
# False = 128
# Useable to make minimap smoother on slower machines.
minimap_double_scan_height (Minimap scan height) bool true
# Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
directional_colored_fog (Colored fog) bool true
[*Menus]
# Whether freetype fonts are used, requires freetype support to be compiled in.
freetype (Freetype fonts) bool true
[*Advanced]
# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k
screens.
screen_dpi (DPI) int 72
# Windows systems only: Start Minetest with the command line window in the
background.
# Contains the same information as the file debug.txt (default name).
enable_console (Enable console window) bool false
[Sound]
[Client]
[*Network]
[*Advanced]
# Whether to show the client debug info (has the same effect as hitting F5).
show_debug (Show debug info) bool false
[Server / Singleplayer]
# Name of the server, to be displayed when players join and in the serverlist.
server_name (Server name) string Minetest server
[*Network]
# 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
[**Advanced]
# To reduce lag, block transfers are slowed down when a player is building
something.
# This determines how long they are slowed down after placing or removing a
node.
full_block_send_enable_min_time_from_building (Delay in sending blocks after
building) float 2.0
# Maximum number of packets sent per send step, if you have a slow connection
# try reducing it, but don't reduce it to a number below double of targeted
# client number.
max_packets_per_iteration (Max. packets per iteration) int 1024
[*Game]
# 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
# New users need to input this password.
default_password (Default password) string
# 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)
active_object_send_range_blocks (Active object send range) int 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.
active_block_range (Active block range) int 3
# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
max_block_send_distance (Max block send distance) int 9
[**Physics]
[**Advanced]
# How much the server will wait before unloading unused mapblocks.
# Higher value is smoother, but will use more RAM.
server_unload_unused_data_timeout (Unload unused server data) int 29
# See http://www.sqlite.org/pragma.html#pragma_synchronous
sqlite_synchronous (Synchronous SQLite) enum 2 0,1,2
# Length of a server tick and the interval at which objects are generally
updated over network.
dedicated_server_step (Dedicated server step) float 0.09
# If enabled, invalid world data won't cause the server to shut down.
# Only enable this if you know what you are doing.
ignore_world_load_errors (Ignore world errors) bool false
# The time (in seconds) that the liquids queue may grow beyond processing
# capacity until an attempt is made to decrease its size by dumping old queue
# items. A value of 0 disables the functionality.
liquid_queue_purge_time (Liquid queue purge time) int 0
# At this distance the server will aggressively optimize which blocks are sent
to clients.
# Small values potentially improve performance a lot, at the expense of visible
rendering glitches.
# (some blocks will not be rendered under water and in caves, as well as
sometimes on land)
# Setting this to a value greater than max_block_send_distance disables this
optimization.
# Stated in mapblocks (16 nodes)
block_send_optimize_distance (Block send optimize distance) int 4 2
# If enabled the server will perform map block occlusion culling based on
# on the eye position of the player. This can reduce the number of blocks
# sent to the client 50-80%. The client will not longer receive most invisible
# so that the utility of noclip mode is reduced.
server_side_occlusion_culling (Server side occlusion culling) bool true
# 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
[*Security]
# Prevent mods from doing insecure things like running shell commands.
secure.enable_security (Enable mod security) bool true
# Comma-separated list of mods that are allowed to access HTTP APIs, which
# allow them to upload and download data to/from the internet.
secure.http_mods (HTTP mods) string
[*Advanced]
[**Profiling]
# Load the game profiler to collect game profiling data.
# Provides a /profiler command to access the compiled profile.
# Useful for mod developers and server operators.
profiler.load (Load the game profiler) bool false
# The file path relative to your worldpath in which profiles will be saved to.
profiler.report_path (Report path) string ""
[***Instrumentation]
# IPv6 support.
enable_ipv6 (IPv6) bool true
[*Advanced]
[Mapgen]
# From how far blocks are generated for clients, stated in mapblocks (16 nodes).
max_block_generate_distance (Max block generate distance) int 6
[*Mapgen V5]
[**Noises]
[*Mapgen V6]
[**Noises]
[*Mapgen V7]
[**Noises]
[*Mapgen Carpathian]
[**Noises]
[*Mapgen Flat]
# Y of flat ground.
mgflat_ground_level (Ground level) int 8
[**Noises]
[*Mapgen Fractal]
[**Noises]
# Y-level of seabed.
mgfractal_np_seabed (Seabed noise) noise_params_2d -14, 9, (600, 600, 600), 41900,
5, 0.6, 2.0, eased
[*Mapgen Valleys]
[**Noises]
[*Advanced]
# Number of emerge threads to use. Make this field blank or 0, or increase this
number
# to use multiple threads. On multiprocessor systems, this will improve mapgen
speed greatly
# at the cost of slightly buggy caves.
num_emerge_threads (Number of emerge threads) int 0