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minetest.conf.example
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minetest.conf.example
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# 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
# Fast movement (via the "special" 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, "special" 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, "special" key is used to fly fast if both fly and fast mode are enabled.
# type: bool
# always_fly_fast = true
# Automatically jump up single-node obstacles.
# type: bool
# autojump = false
# The time in seconds it takes between repeated right clicks when holding the right mouse button.
# type: float
# repeat_rightclick_time = 0.25
# 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 "aux" button.
# If enabled, virtual joystick will also tap "aux" button when out of main circle.
# type: bool
# virtual_joystick_triggers_aux = 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
# joystick_type = auto
# The time in seconds it takes between repeated events
# when holding down a joystick button combination.
# type: float
# repeat_joystick_button_time = 0.17
# The sensitivity of the joystick axes for moving the
# ingame 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 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_special1 = 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 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_F9
# 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 21th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot21 =
# Key for selecting the 22th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot22 =
# Key for selecting the 23th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot23 =
# 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 the 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 the 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_F7
# 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
# Enable VBO
# 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
# 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 mip mapping 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, sometimes resulting in a dark or
# light edge to transparent textures. Apply this filter to clean that up
# at texture load time.
# 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. Setting this higher than 1 may not
# have a visible effect unless 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
# Experimental option, might cause visible spaces between blocks
# when set to higher number than 0.
# type: enum values: 0, 1, 2, 4, 8, 16
# fsaa = 0
# Undersampling is similar to using lower screen resolution, but it applies
# to the game world only, keeping the GUI intact.
# It should give significant performance boost at the cost of less detailed image.
# type: enum values: 0, 2, 3, 4
# undersampling = 0
### 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 filmic tone mapping
# type: bool
# tone_mapping = false
#### Bumpmapping
# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
# or need to be auto-generated.
# Requires shaders to be enabled.
# type: bool
# enable_bumpmapping = false
# Enables on the fly normalmap generation (Emboss effect).
# Requires bumpmapping to be enabled.
# type: bool
# generate_normalmaps = false
# Strength of generated normalmaps.
# type: float
# normalmaps_strength = 0.6
# Defines sampling step of texture.
# A higher value results in smoother normal maps.
# type: int min: 0 max: 2
# normalmaps_smooth = 0
#### Parallax Occlusion
# Enables parallax occlusion mapping.
# Requires shaders to be enabled.
# type: bool
# enable_parallax_occlusion = false
# 0 = parallax occlusion with slope information (faster).
# 1 = relief mapping (slower, more accurate).
# type: int min: 0 max: 1
# parallax_occlusion_mode = 1
# Strength of parallax.
# type: float
# 3d_paralax_strength = 0.025
# Number of parallax occlusion iterations.
# type: int
# parallax_occlusion_iterations = 4
# Overall scale of parallax occlusion effect.
# type: float
# parallax_occlusion_scale = 0.08
# Overall bias of parallax occlusion effect, usually scale/2.
# type: float
# parallax_occlusion_bias = 0.04
#### Waving Nodes
# Set to true enables waving water.
# Requires shaders to be enabled.
# type: bool
# enable_waving_water = false
# type: float
# water_wave_height = 1.0
# type: float
# water_wave_length = 20.0
# type: float
# water_wave_speed = 5.0
# Set to true enables waving leaves.
# Requires shaders to be enabled.
# type: bool
# enable_waving_leaves = false
# Set to true enables 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
# fps_max = 60
# Maximum FPS when game is paused.
# type: int
# pause_fps_max = 20
# Open the pause menu when the window's focus is lost. Does not pause if a formspec is open.
# type: bool
# pause_on_lost_focus = false
# View distance in nodes.
# type: int min: 20 max: 4000
# viewing_range = 100
# Camera near plane distance in nodes, between 0 and 0.5
# 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: 0.5
# near_plane = 0.1
# Width component of the initial window size.
# type: int
# screen_w = 1024
# Height component of the initial window size.
# type: int
# screen_h = 600
# Save window size automatically when modified.
# type: bool
# autosave_screensize = true
# Fullscreen mode.
# type: bool
# fullscreen = false
# Bits per pixel (aka color depth) in fullscreen mode.
# type: int
# fullscreen_bpp = 24
# Vertical screen synchronization.
# type: bool
# vsync = false
# Field of view in degrees.
# type: int min: 45 max: 160
# fov = 72
# Adjust the gamma encoding for the light tables. Higher numbers are brighter.
# This setting is for the client only and is ignored by the server.
# type: float min: 0.5 max: 3
# display_gamma = 1.0
# Gradient of light curve at minimum light level.
# type: float min: 0 max: 4
# lighting_alpha = 0.0
# Gradient of light curve at maximum light level.
# type: float min: 0 max: 4
# lighting_beta = 1.5
# Strength of light curve mid-boost.
# type: float min: 0 max: 1
# lighting_boost = 0.2
# Center of light curve mid-boost.
# type: float min: 0 max: 1
# lighting_boost_center = 0.5
# Spread of light curve mid-boost.
# Standard deviation of the mid-boost gaussian.
# type: float min: 0 max: 1
# lighting_boost_spread = 0.2
# Path to texture directory. All textures are first searched from here.
# type: path
# texture_path =
# The rendering back-end for Irrlicht.
# 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, and it’s the only driver with
# shader support currently.
# type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2
# video_driver = opengl
# Radius of cloud area stated in number of 64 node cloud squares.
# 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 = 0.0
# 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
# 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 selectionbox's lines around nodes.
# type: int min: 1 max: 5
# selectionbox_width = 2
# Crosshair color (R,G,B).
# type: string
# crosshair_color = (255,255,255)
# Crosshair alpha (opaqueness, between 0 and 255).
# 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 hudbar 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
# Useable 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
# type: bool
# show_entity_selectionbox = true
## 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
# 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
# Whether freetype fonts are used, requires freetype support to be compiled in.
# type: bool
# freetype = true
# Path to TrueTypeFont or bitmap.
# type: filepath
# font_path = fonts/liberationsans.ttf
# type: int
# font_size = 16
# Font shadow offset, if 0 then shadow will not be drawn.
# type: int
# font_shadow = 1
# Font shadow alpha (opaqueness, between 0 and 255).
# type: int min: 0 max: 255
# font_shadow_alpha = 127
# type: filepath
# mono_font_path = fonts/liberationmono.ttf
# type: int
# mono_font_size = 15
# This font will be used for certain languages.
# type: filepath
# fallback_font_path = fonts/DroidSansFallbackFull.ttf
# type: int
# fallback_font_size = 15
# type: int
# fallback_font_shadow = 1
# type: int min: 0 max: 255
# fallback_font_shadow_alpha = 128
# Path to save screenshots at.
# type: path
# screenshot_path =
# Format of screenshots.
# type: enum values: png, jpg, bmp, pcx, ppm, tga
# screenshot_format = png
# Screenshot quality. Only used for JPEG format.
# 1 means worst quality; 100 means best quality.
# Use 0 for default quality.
# type: int min: 0 max: 100
# screenshot_quality = 0
## Advanced
# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
# type: int
# screen_dpi = 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).
# type: bool
# enable_console = false
#
# Sound
#
# type: bool
# enable_sound = true
# type: float min: 0 max: 1
# sound_volume = 0.7
# type: bool
# mute_sound = false
#
# Client
#
## Network
# Address to connect to.
# Leave this blank to start a local server.
# Note that the address field in the main menu overrides this setting.
# type: string
# address =