forked from minetest/minetest
-
Notifications
You must be signed in to change notification settings - Fork 0
/
minetest.conf.example
3403 lines (2820 loc) · 100 KB
/
minetest.conf.example
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
# This file contains a list of all available settings and their default value for minetest.conf
# By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #.
# minetest.conf is read by default from:
# ../minetest.conf
# ../../minetest.conf
# Any other path can be chosen by passing the path as a parameter
# to the program, eg. "minetest.exe --config ../minetest.conf.example".
# Further documentation:
# http://wiki.minetest.net/
#
# 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.
# type: bool
# enable_build_where_you_stand = false
# Player is able to fly without being affected by gravity.
# This requires the "fly" privilege on the server.
# type: bool
# free_move = false
# If enabled, makes move directions relative to the player's pitch when flying or swimming.
# type: bool
# pitch_move = false
# Fast movement (via the "Aux1" key).
# This requires the "fast" privilege on the server.
# type: bool
# fast_move = false
# If enabled together with fly mode, player is able to fly through solid nodes.
# This requires the "noclip" privilege on the server.
# type: bool
# noclip = false
# Smooths camera when looking around. Also called look or mouse smoothing.
# Useful for recording videos.
# type: bool
# cinematic = false
# Smooths rotation of camera. 0 to disable.
# type: float min: 0 max: 0.99
# camera_smoothing = 0.0
# Smooths rotation of camera in cinematic mode. 0 to disable.
# type: float min: 0 max: 0.99
# cinematic_camera_smoothing = 0.7
# Invert vertical mouse movement.
# type: bool
# invert_mouse = false
# Mouse sensitivity multiplier.
# type: float
# mouse_sensitivity = 0.2
# If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
# descending.
# type: bool
# aux1_descends = false
# Double-tapping the jump key toggles fly mode.
# type: bool
# doubletap_jump = false
# If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
# enabled.
# type: bool
# always_fly_fast = true
# The time in seconds it takes between repeated node placements when holding
# the place button.
# type: float min: 0.001
# repeat_place_time = 0.25
# Automatically jump up single-node obstacles.
# type: bool
# autojump = false
# Prevent digging and placing from repeating when holding the mouse buttons.
# Enable this when you dig or place too often by accident.
# type: bool
# safe_dig_and_place = false
# Enable random user input (only used for testing).
# type: bool
# 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 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: bool
# fixed_virtual_joystick = false
# (Android) Use virtual joystick to trigger "Aux1" button.
# If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
# type: bool
# virtual_joystick_triggers_aux1 = false
# Enable joysticks
# type: bool
# enable_joysticks = false
# The identifier of the joystick to use
# type: int
# joystick_id = 0
# The type of joystick
# type: enum values: auto, generic, xbox, dragonrise_gamecube
# joystick_type = auto
# The time in seconds it takes between repeated events
# when holding down a joystick button combination.
# type: float min: 0.001
# repeat_joystick_button_time = 0.17
# The dead zone of the joystick
# type: int
# joystick_deadzone = 2048
# The sensitivity of the joystick axes for moving the
# in-game view frustum around.
# type: float
# joystick_frustum_sensitivity = 170
# Key for moving the player forward.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# 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
# Key for moving the player left.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_left = KEY_KEY_A
# Key for moving the player right.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_right = KEY_KEY_D
# Key for jumping.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_jump = KEY_SPACE
# Key for sneaking.
# Also used for climbing down and descending in water if aux1_descends is disabled.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_sneak = KEY_LSHIFT
# Key for digging.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_dig = KEY_LBUTTON
# Key for placing.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_place = KEY_RBUTTON
# Key for opening the inventory.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_inventory = KEY_KEY_I
# Key for moving fast in fast mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_aux1 = KEY_KEY_E
# Key for opening the chat window.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_chat = KEY_KEY_T
# Key for opening the chat window to type commands.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_cmd = /
# Key for opening the chat window to type local commands.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_cmd_local = .
# Key for toggling unlimited view range.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_rangeselect = KEY_KEY_R
# Key for toggling flying.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_freemove = KEY_KEY_K
# Key for toggling pitch move mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_pitchmove = KEY_KEY_P
# Key for toggling fast mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_fastmove = KEY_KEY_J
# Key for toggling noclip mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_noclip = KEY_KEY_H
# Key for selecting the next item in the hotbar.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_hotbar_next = KEY_KEY_N
# Key for selecting the previous item in the hotbar.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_hotbar_previous = KEY_KEY_B
# Key for muting the game.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_mute = KEY_KEY_M
# Key for increasing the volume.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_increase_volume =
# Key for decreasing the volume.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_decrease_volume =
# Key for toggling autoforward.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_autoforward =
# Key for toggling cinematic mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_cinematic =
# Key for toggling display of minimap.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_minimap = KEY_KEY_V
# Key for taking screenshots.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_screenshot = KEY_F12
# Key for dropping the currently selected item.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_drop = KEY_KEY_Q
# Key to use view zoom when possible.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_zoom = KEY_KEY_Z
# Key for selecting the first hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot1 = KEY_KEY_1
# Key for selecting the second hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot2 = KEY_KEY_2
# Key for selecting the third hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot3 = KEY_KEY_3
# Key for selecting the fourth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot4 = KEY_KEY_4
# Key for selecting the fifth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot5 = KEY_KEY_5
# Key for selecting the sixth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot6 = KEY_KEY_6
# Key for selecting the seventh hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot7 = KEY_KEY_7
# Key for selecting the eighth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot8 = KEY_KEY_8
# Key for selecting the ninth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot9 = KEY_KEY_9
# Key for selecting the tenth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot10 = KEY_KEY_0
# Key for selecting the 11th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot11 =
# Key for selecting the 12th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot12 =
# Key for selecting the 13th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot13 =
# Key for selecting the 14th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot14 =
# Key for selecting the 15th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot15 =
# Key for selecting the 16th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot16 =
# Key for selecting the 17th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot17 =
# Key for selecting the 18th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot18 =
# Key for selecting the 19th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot19 =
# Key for selecting the 20th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot20 =
# Key for selecting the 21st hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot21 =
# Key for selecting the 22nd hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot22 =
# Key for selecting the 23rd hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot23 =
# Key for selecting the 24th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot24 =
# Key for selecting the 25th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot25 =
# Key for selecting the 26th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot26 =
# Key for selecting the 27th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot27 =
# Key for selecting the 28th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot28 =
# Key for selecting the 29th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot29 =
# Key for selecting the 30th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot30 =
# Key for selecting the 31st hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot31 =
# Key for selecting the 32nd hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot32 =
# Key for toggling the display of the HUD.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_hud = KEY_F1
# Key for toggling the display of chat.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_chat = KEY_F2
# Key for toggling the display of the large chat console.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_console = KEY_F10
# Key for toggling the display of fog.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_force_fog_off = KEY_F3
# Key for toggling the camera update. Only used for development
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_update_camera =
# Key for toggling the display of debug info.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_debug = KEY_F5
# Key for toggling the display of the profiler. Used for development.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_profiler = KEY_F6
# Key for switching between first- and third-person camera.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_camera_mode = KEY_KEY_C
# Key for increasing the viewing range.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_increase_viewing_range_min = +
# Key for decreasing the viewing range.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_decrease_viewing_range_min = -
#
# Graphics
#
## In-Game
### Basic
# Whether name tag backgrounds should be shown by default.
# Mods may still set a background.
# type: bool
# show_nametag_backgrounds = true
# Enable vertex buffer objects.
# This should greatly improve graphics performance.
# type: bool
# enable_vbo = true
# Whether to fog out the end of the visible area.
# type: bool
# enable_fog = true
# Leaves style:
# - Fancy: all faces visible
# - Simple: only outer faces, if defined special_tiles are used
# - Opaque: disable transparency
# type: enum values: fancy, simple, opaque
# leaves_style = fancy
# Connects glass if supported by node.
# type: bool
# connected_glass = false
# Enable smooth lighting with simple ambient occlusion.
# Disable for speed or for different looks.
# type: bool
# smooth_lighting = true
# Enables tradeoffs that reduce CPU load or increase rendering performance
# at the expense of minor visual glitches that do not impact game playability.
# type: bool
# performance_tradeoffs = false
# Clouds are a client side effect.
# type: bool
# enable_clouds = true
# Use 3D cloud look instead of flat.
# type: bool
# enable_3d_clouds = true
# Method used to highlight selected object.
# type: enum values: box, halo, none
# node_highlighting = box
# Adds particles when digging a node.
# type: bool
# enable_particles = true
### Filtering
# Use mipmapping to scale textures. May slightly increase performance,
# especially when using a high resolution texture pack.
# Gamma correct downscaling is not supported.
# type: bool
# mip_map = false
# Use anisotropic filtering when viewing at textures from an angle.
# type: bool
# anisotropic_filter = false
# Use bilinear filtering when scaling textures.
# type: bool
# bilinear_filter = false
# Use trilinear filtering when scaling textures.
# type: bool
# trilinear_filter = 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.
# type: bool
# texture_clean_transparent = 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.
# type: int
# texture_min_size = 64
# 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.
# type: enum values: 0, 1, 2, 4, 8, 16
# fsaa = 0
# 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.
# type: int min: 1 max: 8
# undersampling = 1
### Shaders
# Shaders allow advanced visual effects and may increase performance on some video
# cards.
# This only works with the OpenGL video backend.
# type: bool
# enable_shaders = true
# Path to shader directory. If no path is defined, default location will be used.
# type: path
# shader_path =
#### 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.
# type: bool
# tone_mapping = false
#### Waving Nodes
# Set to true to enable waving liquids (like water).
# Requires shaders to be enabled.
# type: bool
# enable_waving_water = 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.
# type: float min: 0 max: 4
# water_wave_height = 1.0
# Length of liquid waves.
# Requires waving liquids to be enabled.
# type: float min: 0.1
# water_wave_length = 20.0
# How fast liquid waves will move. Higher = faster.
# If negative, liquid waves will move backwards.
# Requires waving liquids to be enabled.
# type: float
# water_wave_speed = 5.0
# Set to true to enable waving leaves.
# Requires shaders to be enabled.
# type: bool
# enable_waving_leaves = false
# Set to true to enable waving plants.
# Requires shaders to be enabled.
# type: bool
# enable_waving_plants = false
### Advanced
# Arm inertia, gives a more realistic movement of
# the arm when the camera moves.
# type: bool
# arm_inertia = true
# If FPS would go higher than this, limit it by sleeping
# to not waste CPU power for no benefit.
# type: int min: 1
# fps_max = 60
# Maximum FPS when the window is not focused, or when the game is paused.
# type: int min: 1
# fps_max_unfocused = 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 = 190
# 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.
# type: float min: 0 max: 0.25
# near_plane = 0.1
# Width component of the initial window size. Ignored in fullscreen mode.
# type: int min: 1
# screen_w = 1024
# Height component of the initial window size. Ignored in fullscreen mode.
# type: int min: 1
# screen_h = 600
# Save window size automatically when modified.
# type: bool
# autosave_screensize = true
# Fullscreen mode.
# type: bool
# fullscreen = false
# Vertical screen synchronization.
# type: bool
# vsync = false
# Field of view in degrees.
# type: int min: 45 max: 160
# fov = 72
# 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.
# type: float min: 0.33 max: 3
# display_gamma = 1.0
# Gradient of light curve at minimum light level.
# Controls the contrast of the lowest light levels.
# type: float min: 0 max: 3
# lighting_alpha = 0.0
# Gradient of light curve at maximum light level.
# Controls the contrast of the highest light levels.
# type: float min: 0 max: 3
# lighting_beta = 1.5
# Strength of light curve boost.
# The 3 'boost' parameters define a range of the light
# curve that is boosted in brightness.
# type: float min: 0 max: 0.4
# lighting_boost = 0.2
# Center of light curve boost range.
# Where 0.0 is minimum light level, 1.0 is maximum light level.
# type: float min: 0 max: 1
# lighting_boost_center = 0.5
# Spread of light curve boost range.
# Controls the width of the range to be boosted.
# Standard deviation of the light curve boost Gaussian.
# type: float min: 0 max: 0.4
# lighting_boost_spread = 0.2
# Path to texture directory. All textures are first searched from here.
# type: path
# texture_path =
# The rendering back-end.
# A restart is required after changing this.
# Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
# On other platforms, OpenGL is recommended.
# Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
# type: enum values: opengl, ogles1, ogles2
# video_driver = opengl
# Radius of cloud area stated in number of 64 node cloud squares.
# Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
# type: int
# cloud_radius = 12
# Enable view bobbing and amount of view bobbing.
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
# type: float
# view_bobbing_amount = 1.0
# Multiplier for fall bobbing.
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
# type: float
# fall_bobbing_amount = 0.03
# 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.
# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
# 3d_mode = none
# Strength of 3D mode parallax.
# type: float
# 3d_paralax_strength = 0.025
# In-game chat console height, between 0.1 (10%) and 1.0 (100%).
# type: float min: 0.1 max: 1
# console_height = 0.6
# In-game chat console background color (R,G,B).
# type: string
# console_color = (0,0,0)
# In-game chat console background alpha (opaqueness, between 0 and 255).
# type: int min: 0 max: 255
# console_alpha = 200
# Formspec full-screen background opacity (between 0 and 255).
# type: int min: 0 max: 255
# formspec_fullscreen_bg_opacity = 140
# Formspec full-screen background color (R,G,B).
# type: string
# formspec_fullscreen_bg_color = (0,0,0)
# Formspec default background opacity (between 0 and 255).
# type: int min: 0 max: 255
# formspec_default_bg_opacity = 140
# Formspec default background color (R,G,B).
# type: string
# formspec_default_bg_color = (0,0,0)
# Selection box border color (R,G,B).
# type: string
# selectionbox_color = (0,0,0)
# Width of the selection box lines around nodes.
# type: int min: 1 max: 5
# selectionbox_width = 2
# Crosshair color (R,G,B).
# Also controls the object crosshair color
# type: string
# crosshair_color = (255,255,255)
# Crosshair alpha (opaqueness, between 0 and 255).
# This also applies to the object crosshair.
# type: int min: 0 max: 255
# crosshair_alpha = 255
# Maximum number of recent chat messages to show
# type: int min: 2 max: 20
# recent_chat_messages = 6
# Whether node texture animations should be desynchronized per mapblock.
# type: bool
# desynchronize_mapblock_texture_animation = true
# Maximum proportion of current window to be used for hotbar.
# Useful if there's something to be displayed right or left of hotbar.
# type: float
# hud_hotbar_max_width = 1.0
# Modifies the size of the HUD elements.
# type: float
# hud_scaling = 1.0
# Enables caching of facedir rotated meshes.
# type: bool
# enable_mesh_cache = false
# 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.
# type: int min: 0 max: 50
# mesh_generation_interval = 0
# 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.
# type: int min: 0 max: 1000
# meshgen_block_cache_size = 20
# Enables minimap.
# type: bool
# enable_minimap = true
# Shape of the minimap. Enabled = round, disabled = square.
# type: bool
# minimap_shape_round = true
# True = 256
# False = 128
# Usable to make minimap smoother on slower machines.
# type: bool
# minimap_double_scan_height = true
# Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
# type: bool
# directional_colored_fog = true
# 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.
# type: float min: 0.25 max: 4
# ambient_occlusion_gamma = 2.2
# Enables animation of inventory items.
# type: bool
# inventory_items_animations = false
# Fraction of the visible distance at which fog starts to be rendered
# type: float min: 0 max: 0.99
# fog_start = 0.4
# Makes all liquids opaque
# type: bool
# opaque_water = false
# Textures on a node may be aligned either to the node or to the world.
# The former mode suits better things like machines, furniture, etc., while
# the latter makes stairs and microblocks fit surroundings better.
# However, as this possibility is new, thus may not be used by older servers,
# this option allows enforcing it for certain node types. Note though that
# that is considered EXPERIMENTAL and may not work properly.
# type: enum values: disable, enable, force_solid, force_nodebox
# world_aligned_mode = enable
# World-aligned textures may be scaled to span several nodes. However,
# the server may not send the scale you want, especially if you use
# a specially-designed texture pack; with this option, the client tries
# to determine the scale automatically basing on the texture size.
# See also texture_min_size.
# Warning: This option is EXPERIMENTAL!
# type: enum values: disable, enable, force
# autoscale_mode = disable
# Show entity selection boxes
# A restart is required after changing this.
# type: bool
# show_entity_selectionbox = false
## Menus
# Use a cloud animation for the main menu background.
# type: bool
# menu_clouds = true
# 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.
# type: float min: 0.001
# gui_scaling = 1.0
# 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).
# type: bool
# gui_scaling_filter = 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.
# type: bool
# gui_scaling_filter_txr2img = true
# Delay showing tooltips, stated in milliseconds.
# type: int
# tooltip_show_delay = 400
# Append item name to tooltip.
# type: bool
# tooltip_append_itemname = false
# type: bool
# font_bold = false
# type: bool
# font_italic = false
# Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
# type: int
# font_shadow = 1
# Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
# type: int min: 0 max: 255
# font_shadow_alpha = 127
# Font size of the default font where 1 unit = 1 pixel at 96 DPI
# type: int min: 1
# font_size = 16
# For pixel-style fonts that do not scale well, this ensures that font sizes used
# with this font will always be divisible by this value, in pixels. For instance,
# a pixel font 16 pixels tall should have this set to 16, so it will only ever be
# sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
# type: int min: 1
# font_size_divisible_by = 1