# 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.
# The last line of a comment can contain the requirements for the setting, ie:
#
#    # This is a comment
#    #
#    # Requires: shaders, enable_dynamic_shadows, !enable_waving_leaves
#    name (Readable name) type type_args
#
# A requirement can be the name of a boolean setting or an engine-defined value.
# These requirements may be:
#
# * The value of a boolean setting, such as enable_dynamic_shadows
# * An engine-defined value:
#     * shaders_support (a video driver that supports shaders, may not be enabled)
#     * shaders (both enable_shaders and shaders_support)
#     * desktop / android
#     * touchscreen / keyboard_mouse
#     * opengl / gles
# * You can negate any requirement by prepending with !
#
# 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]

#    Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
camera_smoothing (Camera smoothing) float 0.0 0.0 0.99

#    Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Controls.
#
#    Requires: keyboard_mouse
cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99

#    If enabled, you can place nodes 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, "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.
#
#    Requires: keyboard_mouse
repeat_place_time (Place repetition interval) float 0.25 0.16 2.0

#    The minimum time in seconds it takes between digging nodes when holding
#    the dig button.
repeat_dig_time (Minimum dig repetition interval) float 0.0 0.0 2.0

#    Automatically jump up single-node obstacles.
autojump (Automatic jumping) bool false

#    Prevent digging and placing from repeating when holding the respective buttons.
#    Enable this when you dig or place too often by accident.
#    On touchscreens, this only affects digging.
safe_dig_and_place (Safe digging and placing) bool false

[*Keyboard and Mouse]

#    Invert vertical mouse movement.
#
#    Requires: keyboard_mouse
invert_mouse (Invert mouse) bool false

#    Mouse sensitivity multiplier.
#
#    Requires: keyboard_mouse
mouse_sensitivity (Mouse sensitivity) float 0.2 0.001 10.0

#    Enable mouse wheel (scroll) for item selection in hotbar.
#
#    Requires: keyboard_mouse
enable_hotbar_mouse_wheel (Hotbar: Enable mouse wheel for selection) bool true

#    Invert mouse wheel (scroll) direction for item selection in hotbar.
#
#    Requires: keyboard_mouse
invert_hotbar_mouse_wheel (Hotbar: Invert mouse wheel direction) bool false

[*Touchscreen]

#    Enables the touchscreen controls, allowing you to play the game with a touchscreen.
#    "auto" means that the touchscreen controls will be enabled and disabled
#    automatically depending on the last used input method.
#
#    Requires: touch_support
touch_controls (Touchscreen controls) enum auto auto,true,false

#    Touchscreen sensitivity multiplier.
#
#    Requires: touchscreen
touchscreen_sensitivity (Touchscreen sensitivity) float 0.2 0.001 10.0

#    The length in pixels after which a touch interaction is considered movement.
#
#    Requires: touchscreen
touchscreen_threshold (Movement threshold) int 20 0 100

#    The delay in milliseconds after which a touch interaction is considered a long tap.
#
#    Requires: touchscreen
touch_long_tap_delay (Threshold for long taps) int 400 100 1000

#    Use crosshair to select object instead of whole screen.
#    If enabled, a crosshair will be shown and will be used for selecting object.
#
#    Requires: touchscreen
touch_use_crosshair (Use crosshair for touch screen) bool false

#    Fixes the position of virtual joystick.
#    If disabled, virtual joystick will center to first-touch's position.
#
#    Requires: touchscreen
fixed_virtual_joystick (Fixed virtual joystick) bool false

#    Use virtual joystick to trigger "Aux1" button.
#    If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
#
#    Requires: touchscreen
virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool false

#    The gesture for punching players/entities.
#    This can be overridden by games and mods.
#
#    * short_tap
#      Easy to use and well-known from other games that shall not be named.
#
#    * long_tap
#      Known from the classic Luanti mobile controls.
#      Combat is more or less impossible.
#
#    Requires: touchscreen
touch_punch_gesture (Punch gesture) enum short_tap short_tap,long_tap


[Graphics and Audio]

[*Graphics]

[**Screen]

#    Width component of the initial window size.
#
#    Requires: desktop
screen_w (Screen width) int 1024 1 65535

#    Height component of the initial window size.
#
#    Requires: desktop
screen_h (Screen height) int 600 1 65535

#    Whether the window is maximized.
#
#    Requires: desktop
window_maximized (Window maximized) bool false

#    Save window size automatically when modified.
#    If true, screen size is saved in screen_w and screen_h, and whether the window
#    is maximized is stored in window_maximized.
#    (Autosaving window_maximized only works if compiled with SDL.)
#
#    Requires: desktop
autosave_screensize (Remember screen size) bool true

#    Fullscreen mode.
#
#    Requires: desktop
fullscreen (Full screen) bool false

#    Open the pause menu when the window's focus is lost. Does not pause if a formspec is
#    open.
#
#    Requires: desktop
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. Your system may still force VSync on even if this is disabled.
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

[**3D]

#    3D support.
#    Currently supported:
#    -    none: no 3d output.
#    -    anaglyph: cyan/magenta color 3d.
#    -    interlaced: odd/even line based polarization screen support.
#    -    topbottom: split screen top/bottom.
#    -    sidebyside: split screen side by side.
#    -    crossview: Cross-eyed 3d
#    Note that the interlaced mode requires shaders to be enabled.
3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview

#    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]

#    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 1.8 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.
#
#    Requires: desktop
screenshot_path (Screenshot folder) path screenshots

#    Format of screenshots.
#
#    Requires: desktop
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.
#
#    Requires: desktop
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.
#
#    Requires: enable_fog
directional_colored_fog (Colored fog) bool true

#    Fraction of the visible distance at which fog starts to be rendered
#
#    Requires: enable_fog
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.
#
#    Requires: enable_clouds
enable_3d_clouds (3D clouds) bool true

#   Use smooth cloud shading.
#
#   Requires: enable_3d_clouds, enable_clouds
soft_clouds (Soft clouds) bool false

[**Filtering and Antialiasing]

#    Use mipmaps when scaling 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 bilinear filtering when scaling textures.
bilinear_filter (Bilinear filtering) bool false

#    Use trilinear filtering when scaling textures.
#    If both bilinear and trilinear filtering are enabled, trilinear filtering
#    is applied.
trilinear_filter (Trilinear filtering) bool false

#    Use anisotropic filtering when looking at textures from an angle.
anisotropic_filter (Anisotropic filtering) bool false

#    Select the antialiasing method to apply.
#
#    * None - No antialiasing (default)
#
#    * FSAA - Hardware-provided full-screen antialiasing
#             (incompatible with Post Processing and Undersampling)
#             A.K.A multi-sample antialiasing (MSAA)
#             Smoothens out block edges but does not affect the insides of textures.
#             A restart is required to change this option.
#
#    * FXAA - Fast approximate antialiasing (requires shaders)
#             Applies a post-processing filter to detect and smoothen high-contrast edges.
#             Provides balance between speed and image quality.
#
#    * SSAA - Super-sampling antialiasing (requires shaders)
#             Renders higher-resolution image of the scene, then scales down to reduce
#             the aliasing effects. This is the slowest and the most accurate method.
antialiasing (Antialiasing method) enum none none,fsaa,fxaa,ssaa

#    Defines the size of the sampling grid for FSAA and SSAA antialiasing methods.
#    Value of 2 means taking 2x2 = 4 samples.
fsaa (Anti-aliasing scale) enum 2 2,4,8,16

[**Occlusion Culling]

#    Type of occlusion_culler
#
#    "loops" is the legacy algorithm with nested loops and O(n³) complexity
#    "bfs" is the new algorithm based on breadth-first-search and side culling
#
#    This setting should only be changed if you have performance problems.
occlusion_culler (Occlusion Culler) enum bfs bfs,loops

#    Use raytraced occlusion culling in the new culler.
#	 This flag enables use of raytraced occlusion culling test for
#    client mesh sizes smaller than 4x4x4 map blocks.
enable_raytraced_culling (Enable Raytraced Culling) bool true



[*Effects]

#    Allows liquids to be translucent.
translucent_liquids (Translucent liquids) bool true

#    Leaves style:
#    -   Fancy:  all faces visible
#    -   Simple: only outer faces
#    -   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.
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

[**Waving Nodes]

#    Set to true to enable waving leaves.
#
#    Requires: shaders
enable_waving_leaves (Waving leaves) bool false

#    Set to true to enable waving plants.
#
#    Requires: shaders
enable_waving_plants (Waving plants) bool false

#    Set to true to enable waving liquids (like water).
#
#    Requires: shaders
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: shaders, enable_waving_water
water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0

#    Length of liquid waves.
#
#    Requires: shaders, enable_waving_water
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: shaders, enable_waving_water
water_wave_speed (Waving liquids wave speed) float 5.0

[**Dynamic shadows]

#    Set to true to enable Shadow Mapping.
#
#    Requires: shaders, opengl
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.
#
#    Requires: shaders, enable_dynamic_shadows, opengl
shadow_strength_gamma (Shadow strength gamma) float 1.0 0.1 10.0

#    Maximum distance to render shadows.
#
#    Requires: shaders, enable_dynamic_shadows, opengl
shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 140.0 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.
#
#    Requires: shaders, enable_dynamic_shadows, opengl
shadow_map_texture_size (Shadow map texture size) int 2048 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.
#
#    Requires: shaders, enable_dynamic_shadows, opengl
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.
#
#    Requires: shaders, enable_dynamic_shadows, opengl
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.
#
#    Requires: shaders, enable_dynamic_shadows, opengl
shadow_filters (Shadow filter quality) enum 1 0,1,2

#    Enable colored shadows.
#    On true translucent nodes cast colored shadows. This is expensive.
#
#    Requires: shaders, enable_dynamic_shadows, opengl
shadow_map_color (Colored shadows) bool false

#    Spread a complete update of shadow map over given number of frames.
#    Higher values might make shadows laggy, lower values
#    will consume more resources.
#    Minimum value: 1; maximum value: 16
#
#    Requires: shaders, enable_dynamic_shadows, opengl
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
#
#    Requires: shaders, enable_dynamic_shadows, opengl
shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0

#    Set the default tilt of Sun/Moon orbit in degrees.
#    Games may change orbit tilt via API.
#    Value of 0 means no tilt / vertical orbit.
#
#    Requires: shaders, enable_dynamic_shadows, opengl
shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0

[**Post Processing]

#    Enables the post processing pipeline.
#
#    Requires: shaders
enable_post_processing (Enable Post Processing) bool true

#    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.
#
#    Requires: shaders, enable_post_processing
tone_mapping (Filmic tone mapping) bool false

#    Enable automatic exposure correction
#    When enabled, the post-processing engine will
#    automatically adjust to the brightness of the scene,
#    simulating the behavior of human eye.
#
#    Requires: shaders, enable_post_processing
enable_auto_exposure (Enable Automatic Exposure) bool false

#    Set the exposure compensation in EV units.
#    Value of 0.0 (default) means no exposure compensation.
#    Range: from -1 to 1.0
#
#    Requires: shaders, enable_post_processing, enable_auto_exposure
exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0

#    Apply dithering to reduce color banding artifacts.
#    Dithering significantly increases the size of losslessly-compressed
#    screenshots and it works incorrectly if the display or operating system
#    performs additional dithering or if the color channels are not quantized
#    to 8 bits.
#    With OpenGL ES, dithering only works if the shader supports high
#    floating-point precision and it may have a higher performance impact.
#
#    Requires: shaders, enable_post_processing
debanding (Enable Debanding) bool true

#    Set to true to enable bloom effect.
#    Bright colors will bleed over the neighboring objects.
#
#    Requires: shaders, enable_post_processing
enable_bloom (Enable Bloom) bool false

#    Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
#
#    Requires: shaders, enable_post_processing, enable_bloom
enable_volumetric_lighting (Volumetric lighting) bool false

[**Other Effects]

#   Simulate translucency when looking at foliage in the sunlight.
#
#   Requires: shaders, enable_dynamic_shadows
enable_translucent_foliage (Translucent foliage) bool false

#   Apply specular shading to nodes.
#
#   Requires: shaders, enable_dynamic_shadows
enable_node_specular (Node specular) bool false

#   When enabled, liquid reflections are simulated.
#
#   Requires: shaders, enable_waving_water, enable_dynamic_shadows
enable_water_reflections (Liquid reflections) bool false

[*Audio]

#    Volume of all sounds.
#    Requires the sound system to be enabled.
sound_volume (Volume) float 0.8 0.0 1.0

#    Volume multiplier when the window is unfocused.
sound_volume_unfocused (Volume when unfocused) float 0.3 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. By default, the system language is used.
#    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

[**GUI]

#    When enabled, the GUI is optimized to be more usable on touchscreens.
#    Whether this is enabled by default depends on your hardware form-factor.
touch_gui (Optimize GUI for touchscreens) bool false

#    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 smooth scrolling.
smooth_scrolling (Smooth scrolling) bool true

#    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

#    Whether to show the client debug info (has the same effect as hitting F5).
show_debug (Show debug info) bool false

#    Radius to use when the block bounds HUD feature is set to near blocks.
show_block_bounds_radius_near (Block bounds HUD radius) int 4 0 1000

#    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

[**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

#    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 #8888FF

#    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.luanti.org

#    If enabled and you have ContentDB packages installed, Luanti may contact ContentDB to
#    check for package updates when opening the mainmenu.
contentdb_enable_updates_indicator (Enable updates available indicator on content tab) bool true

#    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 Luanti versions,
#    so see a full list at https://content.luanti.org/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.luanti.org

#    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 Luanti release.
#    If this is empty the engine will never check for updates.
update_information_url (Update information URL) string https://www.minetest.net/release_info.json

[*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 Luanti 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.example.net

#    Homepage of server, to be displayed in the serverlist.
server_url (Server URL) string https://game.example.net

#    Automatically report to the serverlist.
server_announce (Announce server) bool false

#    Send names of online players to the serverlist. If disabled only the player count is revealed.
server_announce_send_players (Send player names to the server list) bool true

#    Announce to this serverlist.
serverlist_url (Serverlist URL) string servers.luanti.org

#    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 spawn point) 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

#    Define the oldest clients allowed to connect.
#    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.
#    This allows for more fine-grained control than strict_protocol_version_checking.
#    Luanti still enforces its own internal minimum, and enabling
#    strict_protocol_version_checking will effectively override this.
protocol_version_min (Protocol version minimum) int 1 1 65535

#    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

#    Server anticheat configuration.
#    Flags are positive. Uncheck the flag to disable corresponding anticheat module.
anticheat_flags (Anticheat flags) flags digging,interaction,movement digging,interaction,movement

#    Tolerance of movement cheat detector.
#    Increase the value if players experience stuttery movement.
anticheat_movement_tolerance (Anticheat movement tolerance) float 1.0 1.0

#    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

#    Number of messages a player may send per 10 seconds.
chat_message_limit_per_10sec (Chat message count limit) float 8.0 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

[*Biome API]

#    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

#    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.
#    The 'temples' flag disables generation of desert temples. Normal dungeons will appear instead.
mgv6_spflags (Mapgen V6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,noflat,trees,temples jungles,biomeblend,mudflow,snowbiomes,flat,trees,temples

#    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

#    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 behavior.
#    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, 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

#    Maximum limit of random number of large caves per mapchunk.
mgv7_large_cave_num_max (Large cave maximum number) int 2 0 64

#    Proportion of large caves that contain liquid.
mgv7_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0

#    Y-level of cavern upper limit.
mgv7_cavern_limit (Cavern limit) int -256 -31000 31000

#    Y-distance over which caverns expand to full size.
mgv7_cavern_taper (Cavern taper) int 256 0 32767

#    Defines full size of caverns, smaller values create larger caverns.
mgv7_cavern_threshold (Cavern threshold) float 0.7

#    Lower Y limit of dungeons.
mgv7_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000

#    Upper Y limit of dungeons.
mgv7_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000

[**Noises]

#    Y-level of higher terrain that creates cliffs.
mgv7_np_terrain_base (Terrain base noise) noise_params_2d 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0, eased

#    Y-level of lower terrain and seabed.
mgv7_np_terrain_alt (Terrain alternative noise) noise_params_2d 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0, eased

#    Varies roughness of terrain.
#    Defines the 'persistence' value for terrain_base and terrain_alt noises.
mgv7_np_terrain_persist (Terrain persistence noise) noise_params_2d 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0, eased

#    Defines distribution of higher terrain and steepness of cliffs.
mgv7_np_height_select (Height select noise) noise_params_2d -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0, eased

#    Variation of biome filler depth.
mgv7_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased

#    Variation of maximum mountain height (in nodes).
mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0, eased

#    Defines large-scale river channel structure.
mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased

#    3D noise defining mountain structure and height.
#    Also defines structure of floatland mountain terrain.
mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0

#    3D noise defining structure of river canyon walls.
mgv7_np_ridge (Ridge noise) noise_params_3d 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0

#    3D noise defining structure of floatlands.
#    If altered from the default, the noise 'scale' (0.7 by default) may need
#    to be adjusted, as floatland tapering functions best when this noise has
#    a value range of approximately -2.0 to 2.0.
mgv7_np_floatland (Floatland noise) noise_params_3d 0, 0.7, (384, 96, 384), 1009, 4, 0.75, 1.618

#    3D noise defining giant caverns.
mgv7_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0

#    First of two 3D noises that together define tunnels.
mgv7_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.
mgv7_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0

#    3D noise that determines number of dungeons per mapchunk.
mgv7_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0

[*Mapgen Carpathian]

#    Map generation attributes specific to Mapgen Carpathian.
mgcarpathian_spflags (Mapgen Carpathian specific flags) flags caverns,norivers caverns,rivers

#    Defines the base ground level.
mgcarpathian_base_level (Base ground level) float 12.0

#    Defines the width of the river channel.
mgcarpathian_river_width (River channel width) float 0.05

#    Defines the depth of the river channel.
mgcarpathian_river_depth (River channel depth) float 24.0

#    Defines the width of the river valley.
mgcarpathian_valley_width (River valley width) float 0.25

#    Controls width of tunnels, a smaller value creates wider tunnels.
#    Value >= 10.0 completely disables generation of tunnels and avoids the
#    intensive noise calculations.
mgcarpathian_cave_width (Cave width) float 0.09

#    Y of upper limit of large caves.
mgcarpathian_large_cave_depth (Large cave depth) int -33 -31000 31000

#    Minimum limit of random number of small caves per mapchunk.
mgcarpathian_small_cave_num_min (Small cave minimum number) int 0 0 256

#    Maximum limit of random number of small caves per mapchunk.
mgcarpathian_small_cave_num_max (Small cave maximum number) int 0 0 256

#    Minimum limit of random number of large caves per mapchunk.
mgcarpathian_large_cave_num_min (Large cave minimum number) int 0 0 64

#    Maximum limit of random number of large caves per mapchunk.
mgcarpathian_large_cave_num_max (Large cave maximum number) int 2 0 64

#    Proportion of large caves that contain liquid.
mgcarpathian_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0

#    Y-level of cavern upper limit.
mgcarpathian_cavern_limit (Cavern limit) int -256 -31000 31000

#    Y-distance over which caverns expand to full size.
mgcarpathian_cavern_taper (Cavern taper) int 256 0 32767

#    Defines full size of caverns, smaller values create larger caverns.
mgcarpathian_cavern_threshold (Cavern threshold) float 0.7

#    Lower Y limit of dungeons.
mgcarpathian_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000

#    Upper Y limit of dungeons.
mgcarpathian_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000

[**Noises]

#    Variation of biome filler depth.
mgcarpathian_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (128, 128, 128), 261, 3, 0.7, 2.0, eased

#    First of 4 2D noises that together define hill/mountain range height.
mgcarpathian_np_height1 (Hilliness1 noise) noise_params_2d 0, 5, (251, 251, 251), 9613, 5, 0.5, 2.0, eased

#    Second of 4 2D noises that together define hill/mountain range height.
mgcarpathian_np_height2 (Hilliness2 noise) noise_params_2d 0, 5, (383, 383, 383), 1949, 5, 0.5, 2.0, eased

#    Third of 4 2D noises that together define hill/mountain range height.
mgcarpathian_np_height3 (Hilliness3 noise) noise_params_2d 0, 5, (509, 509, 509), 3211, 5, 0.5, 2.0, eased

#    Fourth of 4 2D noises that together define hill/mountain range height.
mgcarpathian_np_height4 (Hilliness4 noise) noise_params_2d 0, 5, (631, 631, 631), 1583, 5, 0.5, 2.0, eased

#    2D noise that controls the size/occurrence of rolling hills.
mgcarpathian_np_hills_terrain (Rolling hills spread noise) noise_params_2d 1, 1, (1301, 1301, 1301), 1692, 3, 0.5, 2.0, eased

#    2D noise that controls the size/occurrence of ridged mountain ranges.
mgcarpathian_np_ridge_terrain (Ridge mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 3568, 3, 0.5, 2.0, eased

#    2D noise that controls the size/occurrence of step mountain ranges.
mgcarpathian_np_step_terrain (Step mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 4157, 3, 0.5, 2.0, eased

#    2D noise that controls the shape/size of rolling hills.
mgcarpathian_np_hills (Rolling hill size noise) noise_params_2d 0, 3, (257, 257, 257), 6604, 6, 0.5, 2.0, eased

#    2D noise that controls the shape/size of ridged mountains.
mgcarpathian_np_ridge_mnt (Ridged mountain size noise) noise_params_2d 0, 12, (743, 743, 743), 5520, 6, 0.7, 2.0, eased

#    2D noise that controls the shape/size of step mountains.
mgcarpathian_np_step_mnt (Step mountain size noise) noise_params_2d 0, 8, (509, 509, 509), 2590, 6, 0.6, 2.0, eased

#    2D noise that locates the river valleys and channels.
mgcarpathian_np_rivers (River noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased

#    3D noise for mountain overhangs, cliffs, etc. Usually small variations.
mgcarpathian_np_mnt_var (Mountain variation noise) noise_params_3d 0, 1, (499, 499, 499), 2490, 5, 0.55, 2.0

#    First of two 3D noises that together define tunnels.
mgcarpathian_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.
mgcarpathian_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0

#    3D noise defining giant caverns.
mgcarpathian_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0

#    3D noise that determines number of dungeons per mapchunk.
mgcarpathian_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0

[*Mapgen Flat]

#    Map generation attributes specific to Mapgen Flat.
#    Occasional lakes and hills can be added to the flat world.
mgflat_spflags (Mapgen Flat specific flags) flags nolakes,nohills,nocaverns lakes,hills,caverns

#    Y of flat ground.
mgflat_ground_level (Ground level) int 8 -31000 31000

#    Y of upper limit of large caves.
mgflat_large_cave_depth (Large cave depth) int -33 -31000 31000

#    Minimum limit of random number of small caves per mapchunk.
mgflat_small_cave_num_min (Small cave minimum number) int 0 0 256

#    Maximum limit of random number of small caves per mapchunk.
mgflat_small_cave_num_max (Small cave maximum number) int 0 0 256

#    Minimum limit of random number of large caves per mapchunk.
mgflat_large_cave_num_min (Large cave minimum number) int 0 0 64

#    Maximum limit of random number of large caves per mapchunk.
mgflat_large_cave_num_max (Large cave maximum number) int 2 0 64

#    Proportion of large caves that contain liquid.
mgflat_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0

#    Controls width of tunnels, a smaller value creates wider tunnels.
#    Value >= 10.0 completely disables generation of tunnels and avoids the
#    intensive noise calculations.
mgflat_cave_width (Cave width) float 0.09

#    Terrain noise threshold for lakes.
#    Controls proportion of world area covered by lakes.
#    Adjust towards 0.0 for a larger proportion.
mgflat_lake_threshold (Lake threshold) float -0.45

#    Controls steepness/depth of lake depressions.
mgflat_lake_steepness (Lake steepness) float 48.0

#    Terrain noise threshold for hills.
#    Controls proportion of world area covered by hills.
#    Adjust towards 0.0 for a larger proportion.
mgflat_hill_threshold (Hill threshold) float 0.45

#    Controls steepness/height of hills.
mgflat_hill_steepness (Hill steepness) float 64.0

#    Y-level of cavern upper limit.
mgflat_cavern_limit (Cavern limit) int -256 -31000 31000

#    Y-distance over which caverns expand to full size.
mgflat_cavern_taper (Cavern taper) int 256 0 32767

#    Defines full size of caverns, smaller values create larger caverns.
mgflat_cavern_threshold (Cavern threshold) float 0.7

#    Lower Y limit of dungeons.
mgflat_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000

#    Upper Y limit of dungeons.
mgflat_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000

[**Noises]

#    Defines location and terrain of optional hills and lakes.
mgflat_np_terrain (Terrain noise) noise_params_2d 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0, eased

#    Variation of biome filler depth.
mgflat_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased

#    First of two 3D noises that together define tunnels.
mgflat_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.
mgflat_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0

#    3D noise defining giant caverns.
mgflat_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0

#    3D noise that determines number of dungeons per mapchunk.
mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0

[*Mapgen Fractal]

#    Map generation attributes specific to Mapgen Fractal.
#    'terrain' enables the generation of non-fractal terrain:
#    ocean, islands and underground.
mgfractal_spflags (Mapgen Fractal specific flags) flags terrain terrain

#    Controls width of tunnels, a smaller value creates wider tunnels.
#    Value >= 10.0 completely disables generation of tunnels and avoids the
#    intensive noise calculations.
mgfractal_cave_width (Cave width) float 0.09

#    Y of upper limit of large caves.
mgfractal_large_cave_depth (Large cave depth) int -33 -31000 31000

#    Minimum limit of random number of small caves per mapchunk.
mgfractal_small_cave_num_min (Small cave minimum number) int 0 0 256

#    Maximum limit of random number of small caves per mapchunk.
mgfractal_small_cave_num_max (Small cave maximum number) int 0 0 256

#    Minimum limit of random number of large caves per mapchunk.
mgfractal_large_cave_num_min (Large cave minimum number) int 0 0 64

#    Maximum limit of random number of large caves per mapchunk.
mgfractal_large_cave_num_max (Large cave maximum number) int 2 0 64

#    Proportion of large caves that contain liquid.
mgfractal_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0

#    Lower Y limit of dungeons.
mgfractal_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000

#    Upper Y limit of dungeons.
mgfractal_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000

#    Selects one of 18 fractal types.
#    1 = 4D "Roundy" Mandelbrot set.
#    2 = 4D "Roundy" Julia set.
#    3 = 4D "Squarry" Mandelbrot set.
#    4 = 4D "Squarry" Julia set.
#    5 = 4D "Mandy Cousin" Mandelbrot set.
#    6 = 4D "Mandy Cousin" Julia set.
#    7 = 4D "Variation" Mandelbrot set.
#    8 = 4D "Variation" Julia set.
#    9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
#    10 = 3D "Mandelbrot/Mandelbar" Julia set.
#    11 = 3D "Christmas Tree" Mandelbrot set.
#    12 = 3D "Christmas Tree" Julia set.
#    13 = 3D "Mandelbulb" Mandelbrot set.
#    14 = 3D "Mandelbulb" Julia set.
#    15 = 3D "Cosine Mandelbulb" Mandelbrot set.
#    16 = 3D "Cosine Mandelbulb" Julia set.
#    17 = 4D "Mandelbulb" Mandelbrot set.
#    18 = 4D "Mandelbulb" Julia set.
mgfractal_fractal (Fractal type) int 1 1 18

#    Iterations of the recursive function.
#    Increasing this increases the amount of fine detail, but also
#    increases processing load.
#    At iterations = 20 this mapgen has a similar load to mapgen V7.
mgfractal_iterations (Iterations) int 11 1 65535

#    (X,Y,Z) scale of fractal in nodes.
#    Actual fractal size will be 2 to 3 times larger.
#    These numbers can be made very large, the fractal does
#    not have to fit inside the world.
#    Increase these to 'zoom' into the detail of the fractal.
#    Default is for a vertically-squashed shape suitable for
#    an island, set all 3 numbers equal for the raw shape.
mgfractal_scale (Scale) v3f (4096.0, 1024.0, 4096.0)

#    (X,Y,Z) offset of fractal from world center in units of 'scale'.
#    Can be used to move a desired point to (0, 0) to create a
#    suitable spawn point, or to allow 'zooming in' on a desired
#    point by increasing 'scale'.
#    The default is tuned for a suitable spawn point for Mandelbrot
#    sets with default parameters, it may need altering in other
#    situations.
#    Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
mgfractal_offset (Offset) v3f (1.79, 0.0, 0.0)

#    W coordinate of the generated 3D slice of a 4D fractal.
#    Determines which 3D slice of the 4D shape is generated.
#    Alters the shape of the fractal.
#    Has no effect on 3D fractals.
#    Range roughly -2 to 2.
mgfractal_slice_w (Slice w) float 0.0

#    Julia set only.
#    X component of hypercomplex constant.
#    Alters the shape of the fractal.
#    Range roughly -2 to 2.
mgfractal_julia_x (Julia x) float 0.33

#    Julia set only.
#    Y component of hypercomplex constant.
#    Alters the shape of the fractal.
#    Range roughly -2 to 2.
mgfractal_julia_y (Julia y) float 0.33

#    Julia set only.
#    Z component of hypercomplex constant.
#    Alters the shape of the fractal.
#    Range roughly -2 to 2.
mgfractal_julia_z (Julia z) float 0.33

#    Julia set only.
#    W component of hypercomplex constant.
#    Alters the shape of the fractal.
#    Has no effect on 3D fractals.
#    Range roughly -2 to 2.
mgfractal_julia_w (Julia w) float 0.33

[**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

#    Variation of biome filler depth.
mgfractal_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased

#    First of two 3D noises that together define tunnels.
mgfractal_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.
mgfractal_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0

#    3D noise that determines number of dungeons per mapchunk.
mgfractal_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0

[*Mapgen Valleys]

#    Map generation attributes specific to Mapgen Valleys.
#    'altitude_chill': Reduces heat with altitude.
#    'humid_rivers': Increases humidity around rivers.
#    'vary_river_depth': If enabled, low humidity and high heat causes rivers
#    to become shallower and occasionally dry.
#    'altitude_dry': Reduces humidity with altitude.
mgvalleys_spflags (Mapgen Valleys specific flags) flags altitude_chill,humid_rivers,vary_river_depth,altitude_dry altitude_chill,humid_rivers,vary_river_depth,altitude_dry

#    The vertical distance over which heat drops by 20 if 'altitude_chill' is
#    enabled. Also, the vertical distance over which humidity drops by 10 if
#    'altitude_dry' is enabled.
mgvalleys_altitude_chill (Altitude chill) int 90 0 65535

#    Depth below which you'll find large caves.
mgvalleys_large_cave_depth (Large cave depth) int -33 -31000 31000

#    Minimum limit of random number of small caves per mapchunk.
mgvalleys_small_cave_num_min (Small cave minimum number) int 0 0 256

#    Maximum limit of random number of small caves per mapchunk.
mgvalleys_small_cave_num_max (Small cave maximum number) int 0 0 256

#    Minimum limit of random number of large caves per mapchunk.
mgvalleys_large_cave_num_min (Large cave minimum number) int 0 0 64

#    Maximum limit of random number of large caves per mapchunk.
mgvalleys_large_cave_num_max (Large cave maximum number) int 2 0 64

#    Proportion of large caves that contain liquid.
mgvalleys_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0

#    Depth below which you'll find giant caverns.
mgvalleys_cavern_limit (Cavern upper limit) int -256 -31000 31000

#    Y-distance over which caverns expand to full size.
mgvalleys_cavern_taper (Cavern taper) int 192 0 32767

#    Defines full size of caverns, smaller values create larger caverns.
mgvalleys_cavern_threshold (Cavern threshold) float 0.6

#    How deep to make rivers.
mgvalleys_river_depth (River depth) int 4 0 65535

#    How wide to make rivers.
mgvalleys_river_size (River size) int 5 0 65535

#    Controls width of tunnels, a smaller value creates wider tunnels.
#    Value >= 10.0 completely disables generation of tunnels and avoids the
#    intensive noise calculations.
mgvalleys_cave_width (Cave width) float 0.09

#    Lower Y limit of dungeons.
mgvalleys_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000

#    Upper Y limit of dungeons.
mgvalleys_dungeon_ymax (Dungeon maximum Y) int 63 -31000 31000

[**Noises]

#    First of two 3D noises that together define tunnels.
mgvalleys_np_cave1 (Cave noise #1) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0

#    Second of two 3D noises that together define tunnels.
mgvalleys_np_cave2 (Cave noise #2) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0

#    Variation of biome filler depth.
mgvalleys_np_filler_depth (Filler depth) noise_params_2d 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0, eased

#    3D noise defining giant caverns.
mgvalleys_np_cavern (Cavern noise) noise_params_3d 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0

#    Defines large-scale river channel structure.
mgvalleys_np_rivers (River noise) noise_params_2d 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0, eased

#    Base terrain height.
mgvalleys_np_terrain_height (Terrain height) noise_params_2d -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0, eased

#    Raises terrain to make valleys around the rivers.
mgvalleys_np_valley_depth (Valley depth) noise_params_2d 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0, eased

#    Slope and fill work together to modify the heights.
mgvalleys_np_inter_valley_fill (Valley fill) noise_params_3d 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0

#    Amplifies the valleys.
mgvalleys_np_valley_profile (Valley profile) noise_params_2d 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0, eased

#    Slope and fill work together to modify the heights.
mgvalleys_np_inter_valley_slope (Valley slope) noise_params_2d 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0, eased

#    3D noise that determines number of dungeons per mapchunk.
mgvalleys_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0


[Advanced]

[*Developer Options]

#    Enable Lua modding support on client.
#    This support is experimental and API can change.
enable_client_modding (Client modding) bool false

#    Replaces the default main menu with a custom one.
main_menu_script (Main menu script) string

[**Mod Security]

#    Prevent mods from doing insecure things like running shell commands.
secure.enable_security (Enable mod security) bool true

#    Comma-separated list of trusted mods that are allowed to access insecure
#    functions even when mod security is on (via request_insecure_environment()).
secure.trusted_mods (Trusted mods) string

#    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

[**Debugging]

#    Level of logging to be written to debug.txt:
#    -    <nothing> (no logging)
#    -    none (messages with no level)
#    -    error
#    -    warning
#    -    action
#    -    info
#    -    verbose
#    -    trace
debug_log_level (Debug log level) enum action ,none,error,warning,action,info,verbose,trace

#    If the file size of debug.txt exceeds the number of megabytes specified in
#    this setting when it is opened, the file is moved to debug.txt.1,
#    deleting an older debug.txt.1 if it exists.
#    debug.txt is only moved if this setting is positive.
debug_log_size_max (Debug log file size threshold) int 50 1

#    Minimal level of logging to be written to chat.
chat_log_level (Chat log level) enum error ,none,error,warning,action,info,verbose,trace

#    Handling for deprecated Lua API calls:
#    -    none: Do not log deprecated calls
#    -    log: mimic and log backtrace of deprecated call (default).
#    -    error: abort on usage of deprecated call (suggested for mod developers).
deprecated_lua_api_handling (Deprecated Lua API handling) enum log none,log,error

#    Enable random user input (only used for testing).
random_input (Random input) bool false

#    Enable random mod loading (mainly used for testing).
random_mod_load_order (Random mod load order) bool false

#    Enable mod channels support.
enable_mod_channels (Mod channels) bool false

[**Mod Profiler]

#    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 default format in which profiles are being saved,
#    when calling `/profiler save [format]` without format.
profiler.default_report_format (Default report format) enum txt txt,csv,lua,json,json_pretty

#    The file path relative to your world path in which profiles will be saved to.
profiler.report_path (Report path) string

#    Instrument the methods of entities on registration.
instrument.entity (Entity methods) bool true

#    Instrument the action function of Active Block Modifiers on registration.
instrument.abm (Active Block Modifiers) bool true

#    Instrument the action function of Loading Block Modifiers on registration.
instrument.lbm (Loading Block Modifiers) bool true

#    Instrument chat commands on registration.
instrument.chatcommand (Chat commands) bool true

#    Instrument global callback functions on registration.
#    (anything you pass to a core.register_*() function)
instrument.global_callback (Global callbacks) bool true

#    Instrument builtin.
#    This is usually only needed by core/builtin contributors
instrument.builtin (Builtin) bool false

#    Have the profiler instrument itself:
#     * Instrument an empty function.
#       This estimates the overhead, that instrumentation is adding (+1 function call).
#     * Instrument the sampler being used to update the statistics.
instrument.profiler (Profiler) bool false

[**Engine Profiler]

#    Print the engine's profiling data in regular intervals (in seconds).
#    0 = disable. Useful for developers.
profiler_print_interval (Engine profiling data print interval) int 0 0


[*Advanced]

#    Enable IPv6 support (for both client and server).
#    Required for IPv6 connections to work at all.
enable_ipv6 (IPv6) bool true

#    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

[**Graphics]

#    Shaders are a fundamental part of rendering and enable advanced visual effects.
#
#    Requires: shaders_support
enable_shaders (Shaders) bool true

#    Path to shader directory. If no path is defined, default location will be used.
#
#    Requires: shaders
shader_path (Shader path) path

#    The rendering back-end.
#    Note: A restart is required after changing this!
#    OpenGL is the default for desktop, and OGLES2 for Android.
video_driver (Video driver) enum  ,opengl,opengl3,ogles2

#    Distance in nodes at which transparency depth sorting is enabled.
#    Use this to limit the performance impact of transparency depth sorting.
#    Set to 0 to disable it entirely.
transparency_sorting_distance (Transparency Sorting Distance) int 16 0 128

#    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.
cloud_radius (Cloud radius) int 12 1 62

#    Whether node texture animations should be desynchronized per mapblock.
desynchronize_mapblock_texture_animation (Desynchronize block animation) bool false

#    Enables caching of facedir rotated meshes.
#    This is only effective with shaders disabled.
enable_mesh_cache (Mesh cache) bool 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.
mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50

#    Number of threads to use for mesh generation.
#    Value of 0 (default) will let Luanti autodetect the number of available threads.
mesh_generation_threads (Mapblock mesh generation threads) int 0 0 8

#    True = 256
#    False = 128
#    Usable to make minimap smoother on slower machines.
minimap_double_scan_height (Minimap scan height) bool true

#    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.
world_aligned_mode (World-aligned textures mode) enum enable disable,enable,force_solid,force_nodebox

#    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!
autoscale_mode (Autoscaling mode) enum disable disable,enable,force

#    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 (Base texture size) int 64 1 32768

#    Side length of a cube of map blocks that the client will consider together
#    when generating meshes.
#    Larger values increase the utilization of the GPU by reducing the number of
#    draw calls, benefiting especially high-end GPUs.
#    Systems with a low-end GPU (or no GPU) would benefit from smaller values.
client_mesh_chunk (Client Mesh Chunksize) int 1 1 16

#    Enables debug and error-checking in the OpenGL driver.
opengl_debug (OpenGL debug) bool false

#    Set to true to render debugging breakdown of the bloom effect.
#    In debug mode, the screen is split into 4 quadrants:
#    top-left - processed base image, top-right - final image
#    bottom-left - raw base image, bottom-right - bloom texture.
#
#    Requires: shaders, enable_post_processing, enable_bloom
enable_bloom_debug (Enable Bloom Debug) bool false

[**Sound]
#    Comma-separated list of AL and ALC extensions that should not be used.
#    Useful for testing. See al_extensions.[h,cpp] for details.
sound_extensions_blacklist (Sound Extensions Blacklist) string

[**Font]

font_bold (Font bold by default) bool false

font_italic (Font italic by default) bool false

#    Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
font_shadow (Font shadow) int 1 0 65535

#    Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
font_shadow_alpha (Font shadow alpha) int 127 0 255

#    Font size of the default font where 1 unit = 1 pixel at 96 DPI
font_size (Font size) int 16 5 72

#    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.
font_size_divisible_by (Font size divisible by) int 1 1

#    Path to the default font. Must be a TrueType font.
#    The fallback font will be used if the font cannot be loaded.
font_path (Regular font path) filepath fonts/Arimo-Regular.ttf

font_path_bold (Bold font path) filepath fonts/Arimo-Bold.ttf
font_path_italic (Italic font path) filepath fonts/Arimo-Italic.ttf
font_path_bold_italic (Bold and italic font path) filepath fonts/Arimo-BoldItalic.ttf

#    Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
mono_font_size (Monospace font size) int 16 5 72

#    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.
mono_font_size_divisible_by (Monospace font size divisible by) int 1 1

#    Path to the monospace font. Must be a TrueType font.
#    This font is used for e.g. the console and profiler screen.
mono_font_path (Monospace font path) filepath fonts/Cousine-Regular.ttf

mono_font_path_bold (Bold monospace font path) filepath fonts/Cousine-Bold.ttf
mono_font_path_italic (Italic monospace font path) filepath fonts/Cousine-Italic.ttf
mono_font_path_bold_italic (Bold and italic monospace font path) filepath fonts/Cousine-BoldItalic.ttf

#    Path of the fallback font. Must be a TrueType font.
#    This font will be used for certain languages or if the default font is unavailable.
fallback_font_path (Fallback font path) filepath fonts/DroidSansFallbackFull.ttf

[**Lighting]

#    Gradient of light curve at minimum light level.
#    Controls the contrast of the lowest light levels.
lighting_alpha (Light curve low gradient) float 0.0 0.0 3.0

#    Gradient of light curve at maximum light level.
#    Controls the contrast of the highest light levels.
lighting_beta (Light curve high gradient) float 1.5 0.0 3.0

#    Strength of light curve boost.
#    The 3 'boost' parameters define a range of the light
#    curve that is boosted in brightness.
lighting_boost (Light curve boost) float 0.2 0.0 0.4

#    Center of light curve boost range.
#    Where 0.0 is minimum light level, 1.0 is maximum light level.
lighting_boost_center (Light curve boost center) float 0.5 0.0 1.0

#    Spread of light curve boost range.
#    Controls the width of the range to be boosted.
#    Standard deviation of the light curve boost Gaussian.
lighting_boost_spread (Light curve boost spread) float 0.2 0.0 0.4

[**Networking]

#    Prometheus listener address.
#    If Luanti is compiled with ENABLE_PROMETHEUS option enabled,
#    enable metrics listener for Prometheus on that address.
#    Metrics can be fetched on http://127.0.0.1:30000/metrics
prometheus_listener_address (Prometheus listener address) string 127.0.0.1:30000

#    Maximum size of the outgoing chat queue.
#    0 to disable queueing and -1 to make the queue size unlimited.
max_out_chat_queue_size (Maximum size of the outgoing chat queue) int 20 -1 32767

#    Timeout for client to remove unused map data from memory, in seconds.
client_unload_unused_data_timeout (Mapblock unload timeout) float 600.0 0.0

#    Maximum number of mapblocks for client to be kept in memory.
#    Set to -1 for unlimited amount.
client_mapblock_limit (Mapblock limit) int 7500 -1 2147483647

#    Maximum number of blocks that are simultaneously sent per client.
#    The maximum total count is calculated dynamically:
#    max_total = ceil((#clients + max_users) * per_client / 4)
max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 40 1 4294967295

#    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 0.0

#    Maximum number of packets sent per send step in the low-level networking code.
#    You generally don't need to change this, however busy servers may benefit from a higher number.
max_packets_per_iteration (Max. packets per iteration) int 1024 1 65535

#    Compression level to use when sending mapblocks to the client.
#    -1 - use default compression level
#     0 - least compression, fastest
#     9 - best compression, slowest
map_compression_level_net (Map Compression Level for Network Transfer) int -1 -1 9

[**Server]

#    Format of player chat messages. The following strings are valid placeholders:
#    @name, @message, @timestamp (optional)
chat_message_format (Chat message format) string <@name> @message

#    If the execution of a chat command takes longer than this specified time in
#    seconds, add the time information to the chat command message
chatcommand_msg_time_threshold (Chat command time message threshold) float 0.1 0.0

#    A message to be displayed to all clients when the server shuts down.
kick_msg_shutdown (Shutdown message) string Server shutting down.

#    A message to be displayed to all clients when the server crashes.
kick_msg_crash (Crash message) string This server has experienced an internal error. You will now be disconnected.

#    Whether to ask clients to reconnect after a (Lua) crash.
#    Set this to true if your server is set up to restart automatically.
ask_reconnect_on_crash (Ask to reconnect after crash) bool false

[**Server/Env Performance]

#    Length of a server tick (the interval at which everything is generally updated),
#    stated in seconds.
#    Does not apply to sessions hosted from the client menu.
#    This is a lower bound, i.e. server steps may not be shorter than this, but
#    they are often longer.
dedicated_server_step (Dedicated server step) float 0.09 0.0 1.0

#    Whether players are shown to clients without any range limit.
#    Deprecated, use the setting player_transfer_distance instead.
unlimited_player_transfer_distance (Unlimited player transfer distance) bool true

#    Defines the maximal player transfer distance in blocks (0 = unlimited).
player_transfer_distance (Player transfer distance) int 0 0 65535

#    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 8 1 65535

#    The radius of the volume of blocks around every player that is 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_send_range_blocks.
active_block_range (Active block range) int 4 1 65535

#    From how far blocks are sent to clients, stated in mapblocks (16 nodes).
max_block_send_distance (Max block send distance) int 12 1 65535

#    Default maximum number of forceloaded mapblocks.
#    Set this to -1 to disable the limit.
max_forceloaded_blocks (Maximum forceloaded blocks) int 16 -1

#    Interval of sending time of day to clients, stated in seconds.
time_send_interval (Time send interval) float 5.0 0.001

#    Interval of saving important changes in the world, stated in seconds.
server_map_save_interval (Map save interval) float 5.3 0.001

#    How long the server will wait before unloading unused mapblocks, stated in seconds.
#    Higher value is smoother, but will use more RAM.
server_unload_unused_data_timeout (Unload unused server data) int 29 0 4294967295

#    Maximum number of statically stored objects in a block.
max_objects_per_block (Maximum objects per block) int 256 1 65535

#    Length of time between active block management cycles, stated in seconds.
active_block_mgmt_interval (Active block management interval) float 2.0 0.0

#    Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
abm_interval (ABM interval) float 1.0 0.0

#    The time budget allowed for ABMs to execute on each step
#    (as a fraction of the ABM Interval)
abm_time_budget (ABM time budget) float 0.2 0.1 0.9

#    Length of time between NodeTimer execution cycles, stated in seconds.
nodetimer_interval (NodeTimer interval) float 0.2 0.0

#    Max liquids processed per step.
liquid_loop_max (Liquid loop max) int 100000 1 4294967295

#    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 0 65535

#    Liquid update interval in seconds.
liquid_update (Liquid update tick) float 1.0 0.001

#    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 might not be rendered correctly in caves).
#    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 2047

#    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 by 50-80%. Clients will no longer receive most
#    invisible blocks, so that the utility of noclip mode is reduced.
server_side_occlusion_culling (Server-side occlusion culling) bool true

#    At this distance the server will perform a simpler and cheaper occlusion check.
#    Smaller values potentially improve performance, at the expense of temporarily visible
#    rendering glitches (missing blocks).
#    This is especially useful for very large viewing range (upwards of 500).
#    Stated in MapBlocks (16 nodes).
block_cull_optimize_distance (Block cull optimize distance) int 25 2 2047

[**Mapgen]

#    Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
#    WARNING: There is no benefit, and there are several dangers, in
#    increasing this value above 5.
#    Reducing this value increases cave and dungeon density.
#    Altering this value is for special usage, leaving it unchanged is
#    recommended.
chunksize (Chunk size) int 5 1 10

#    Dump the mapgen debug information.
enable_mapgen_debug_info (Mapgen debug) bool false

#    Maximum number of blocks that can be queued for loading.
emergequeue_limit_total (Absolute limit of queued blocks to emerge) int 1024 1 1000000

#    Maximum number of blocks to be queued that are to be loaded from file.
#    This limit is enforced per player.
emergequeue_limit_diskonly (Per-player limit of queued blocks load from disk) int 128 1 1000000

#    Maximum number of blocks to be queued that are to be generated.
#    This limit is enforced per player.
emergequeue_limit_generate (Per-player limit of queued blocks to generate) int 128 1 1000000

#    Number of emerge threads to use.
#    Value 0:
#    -    Automatic selection. The number of emerge threads will be
#    -    'number of processors - 2', with a lower limit of 1.
#    Any other value:
#    -    Specifies the number of emerge threads, with a lower limit of 1.
#    WARNING: Increasing the number of emerge threads increases engine mapgen
#    speed, but this may harm game performance by interfering with other
#    processes, especially in singleplayer and/or when running Lua code in
#    'on_generated'. For many users the optimum setting may be '1'.
num_emerge_threads (Number of emerge threads) int 1 0 32767

[**cURL]

#    Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
curl_timeout (cURL interactive timeout) int 20000 1000 2147483647

#    Limits number of parallel HTTP requests. Affects:
#    -    Media fetch if server uses remote_media setting.
#    -    Serverlist download and server announcement.
#    -    Downloads performed by main menu (e.g. mod manager).
#    Only has an effect if compiled with cURL.
curl_parallel_limit (cURL parallel limit) int 8 1 2147483647

#    Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
curl_file_download_timeout (cURL file download timeout) int 300000 5000 2147483647

[**Miscellaneous]

#    Adjust the detected display density, used for scaling UI elements.
display_density_factor (Display Density Scaling Factor) float 1 0.5 5.0

#    Windows systems only: Start Luanti 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

#    Number of extra blocks that can be loaded by /clearobjects at once.
#    This is a trade-off between SQLite transaction overhead and
#    memory consumption (4096=100MB, as a rule of thumb).
max_clearobjects_extra_loaded_blocks (Max. clearobjects extra blocks) int 4096 0 4294967295

#    World directory (everything in the world is stored here).
#    Not needed if starting from the main menu.
map-dir (Map directory) path

#    See https://www.sqlite.org/pragma.html#pragma_synchronous
sqlite_synchronous (Synchronous SQLite) enum 2 0,1,2

#    Compression level to use when saving mapblocks to disk.
#    -1 - use default compression level
#     0 - least compression, fastest
#     9 - best compression, slowest
map_compression_level_disk (Map Compression Level for Disk Storage) int -1 -1 9

#    Enable usage of remote media server (if provided by server).
#    Remote servers offer a significantly faster way to download media (e.g. textures)
#    when connecting to the server.
enable_remote_media_server (Connect to external media server) bool true

#    File in client/serverlist/ that contains your favorite servers displayed in the
#    Multiplayer Tab.
serverlist_file (Serverlist file) string favoriteservers.json


[*Gamepads]

#    Enable joysticks. Requires a restart to take effect
enable_joysticks (Enable joysticks) bool false

#    The identifier of the joystick to use
joystick_id (Joystick ID) int 0 0 255

#    The type of joystick
joystick_type (Joystick type) enum auto auto,generic,xbox,dragonrise_gamecube

#    The time in seconds it takes between repeated events
#    when holding down a joystick button combination.
repeat_joystick_button_time (Joystick button repetition interval) float 0.17 0.001

#    The dead zone of the joystick
joystick_deadzone (Joystick dead zone) int 2048 0 65535

#    The sensitivity of the joystick axes for moving the
#    in-game view frustum around.
joystick_frustum_sensitivity (Joystick frustum sensitivity) float 170.0 0.001


[*Hide: Temporary Settings]

#    Path to texture directory. All textures are first searched from here.
texture_path (Texture path) path

#    Enables minimap.
enable_minimap (Minimap) bool true

#    Shape of the minimap. Enabled = round, disabled = square.
minimap_shape_round (Round minimap) bool true

#    Address to connect to.
#    Leave this blank to start a local server.
#    Note that the address field in the main menu overrides this setting.
address (Server address) string

#    Port to connect to (UDP).
#    Note that the port field in the main menu overrides this setting.
remote_port (Remote port) int 30000 1 65535

#    Enable players getting damage and dying.
enable_damage (Damage) bool false

#    Enable creative mode for all players
creative_mode (Creative) bool false

#    Whether to allow players to damage and kill each other.
enable_pvp (Player versus player) bool true

#    Player is able to fly without being affected by gravity.
#    This requires the "fly" privilege on the server.
free_move (Flying) bool false

#    If enabled, makes move directions relative to the player's pitch when flying or swimming.
pitch_move (Pitch move mode) bool false

#    Fast movement (via the "Aux1" key).
#    This requires the "fast" privilege on the server.
fast_move (Fast movement) 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

#    Continuous forward movement, toggled by autoforward key.
#    Press the autoforward key again or the backwards movement to disable.
continuous_forward (Continuous forward) bool false

#    This can be bound to a key to toggle camera smoothing when looking around.
#    Useful for recording videos
cinematic (Cinematic mode) bool false

#    Affects mods and texture packs in the Content and Select Mods menus, as well as
#    setting names.
#    Controlled by a checkbox in the settings menu.
show_technical_names (Show technical names) bool false

#    Controlled by a checkbox in the settings menu.
show_advanced (Show advanced settings) bool false

#    Enables the sound system.
#    If disabled, this completely disables all sounds everywhere and the in-game
#    sound controls will be non-functional.
#    Changing this setting requires a restart.
enable_sound (Sound) bool true

#    Key for moving the player forward.
keymap_forward (Forward key) key KEY_KEY_W

#    Key for moving the player backward.
#    Will also disable autoforward, when active.
keymap_backward (Backward key) key KEY_KEY_S

#    Key for moving the player left.
keymap_left (Left key) key KEY_KEY_A

#    Key for moving the player right.
keymap_right (Right key) key KEY_KEY_D

#    Key for jumping.
keymap_jump (Jump key) key KEY_SPACE

#    Key for sneaking.
#    Also used for climbing down and descending in water if aux1_descends is disabled.
keymap_sneak (Sneak key) key KEY_LSHIFT

#    Key for digging, punching or using something.
#    (Note: The actual meaning might vary on a per-game basis.)
keymap_dig (Dig/punch/use key) key KEY_LBUTTON

#    Key for placing an item/block or for using something.
#    (Note: The actual meaning might vary on a per-game basis.)
keymap_place (Place/use key) key KEY_RBUTTON

#    Key for opening the inventory.
keymap_inventory (Inventory key) key KEY_KEY_I

#    Key for moving fast in fast mode.
keymap_aux1 (Aux1 key) key KEY_KEY_E

#    Key for opening the chat window.
keymap_chat (Chat key) key KEY_KEY_T

#    Key for opening the chat window to type commands.
keymap_cmd (Command key) key /

#    Key for opening the chat window to type local commands.
keymap_cmd_local (Command key) key .

#    Key for toggling unlimited view range.
keymap_rangeselect (Range select key) key

#    Key for toggling flying.
keymap_freemove (Fly key) key KEY_KEY_K

#    Key for toggling pitch move mode.
keymap_pitchmove (Pitch move key) key

#    Key for toggling fast mode.
keymap_fastmove (Fast key) key KEY_KEY_J

#    Key for toggling noclip mode.
keymap_noclip (Noclip key) key KEY_KEY_H

#    Key for selecting the next item in the hotbar.
keymap_hotbar_next (Hotbar next key) key KEY_KEY_N

#    Key for selecting the previous item in the hotbar.
keymap_hotbar_previous (Hotbar previous key) key KEY_KEY_B

#    Key for muting the game.
keymap_mute (Mute key) key KEY_KEY_M

#    Key for increasing the volume.
keymap_increase_volume (Inc. volume key) key

#    Key for decreasing the volume.
keymap_decrease_volume (Dec. volume key) key

#    Key for toggling autoforward.
keymap_autoforward (Automatic forward key) key

#    Key for toggling cinematic mode.
keymap_cinematic (Cinematic mode key) key

#    Key for toggling display of minimap.
keymap_minimap (Minimap key) key KEY_KEY_V

#    Key for taking screenshots.
keymap_screenshot (Screenshot) key KEY_F12

#    Key for toggling fullscreen mode.
keymap_fullscreen (Fullscreen key) key KEY_F11

#    Key for dropping the currently selected item.
keymap_drop (Drop item key) key KEY_KEY_Q

#    Key to use view zoom when possible.
keymap_zoom (View zoom key) key KEY_KEY_Z

#    Key for selecting the first hotbar slot.
keymap_slot1 (Hotbar slot 1 key) key KEY_KEY_1

#    Key for selecting the second hotbar slot.
keymap_slot2 (Hotbar slot 2 key) key KEY_KEY_2

#    Key for selecting the third hotbar slot.
keymap_slot3 (Hotbar slot 3 key) key KEY_KEY_3

#    Key for selecting the fourth hotbar slot.
keymap_slot4 (Hotbar slot 4 key) key KEY_KEY_4

#    Key for selecting the fifth hotbar slot.
keymap_slot5 (Hotbar slot 5 key) key KEY_KEY_5

#    Key for selecting the sixth hotbar slot.
keymap_slot6 (Hotbar slot 6 key) key KEY_KEY_6

#    Key for selecting the seventh hotbar slot.
keymap_slot7 (Hotbar slot 7 key) key KEY_KEY_7

#    Key for selecting the eighth hotbar slot.
keymap_slot8 (Hotbar slot 8 key) key KEY_KEY_8

#    Key for selecting the ninth hotbar slot.
keymap_slot9 (Hotbar slot 9 key) key KEY_KEY_9

#    Key for selecting the tenth hotbar slot.
keymap_slot10 (Hotbar slot 10 key) key KEY_KEY_0

#    Key for selecting the 11th hotbar slot.
keymap_slot11 (Hotbar slot 11 key) key

#    Key for selecting the 12th hotbar slot.
keymap_slot12 (Hotbar slot 12 key) key

#    Key for selecting the 13th hotbar slot.
keymap_slot13 (Hotbar slot 13 key) key

#    Key for selecting the 14th hotbar slot.
keymap_slot14 (Hotbar slot 14 key) key

#    Key for selecting the 15th hotbar slot.
keymap_slot15 (Hotbar slot 15 key) key

#    Key for selecting the 16th hotbar slot.
keymap_slot16 (Hotbar slot 16 key) key

#    Key for selecting the 17th hotbar slot.
keymap_slot17 (Hotbar slot 17 key) key

#    Key for selecting the 18th hotbar slot.
keymap_slot18 (Hotbar slot 18 key) key

#    Key for selecting the 19th hotbar slot.
keymap_slot19 (Hotbar slot 19 key) key

#    Key for selecting the 20th hotbar slot.
keymap_slot20 (Hotbar slot 20 key) key

#    Key for selecting the 21st hotbar slot.
keymap_slot21 (Hotbar slot 21 key) key

#    Key for selecting the 22nd hotbar slot.
keymap_slot22 (Hotbar slot 22 key) key

#    Key for selecting the 23rd hotbar slot.
keymap_slot23 (Hotbar slot 23 key) key

#    Key for selecting the 24th hotbar slot.
keymap_slot24 (Hotbar slot 24 key) key

#    Key for selecting the 25th hotbar slot.
keymap_slot25 (Hotbar slot 25 key) key

#    Key for selecting the 26th hotbar slot.
keymap_slot26 (Hotbar slot 26 key) key

#    Key for selecting the 27th hotbar slot.
keymap_slot27 (Hotbar slot 27 key) key

#    Key for selecting the 28th hotbar slot.
keymap_slot28 (Hotbar slot 28 key) key

#    Key for selecting the 29th hotbar slot.
keymap_slot29 (Hotbar slot 29 key) key

#    Key for selecting the 30th hotbar slot.
keymap_slot30 (Hotbar slot 30 key) key

#    Key for selecting the 31st hotbar slot.
keymap_slot31 (Hotbar slot 31 key) key

#    Key for selecting the 32nd hotbar slot.
keymap_slot32 (Hotbar slot 32 key) key

#    Key for toggling the display of the HUD.
keymap_toggle_hud (HUD toggle key) key KEY_F1

#    Key for toggling the display of chat.
keymap_toggle_chat (Chat toggle key) key KEY_F2

#    Key for toggling the display of the large chat console.
keymap_console (Large chat console key) key KEY_F10

#    Key for toggling the display of fog.
keymap_toggle_fog (Fog toggle key) key KEY_F3

#    Key for toggling the camera update. Only usable with 'debug' privilege.
keymap_toggle_update_camera (Camera update toggle key) key

#    Key for toggling the display of debug info.
keymap_toggle_debug (Debug info toggle key) key KEY_F5

#    Key for toggling the display of the profiler. Used for development.
keymap_toggle_profiler (Profiler toggle key) key KEY_F6

#    Key for toggling the display of mapblock boundaries.
keymap_toggle_block_bounds (Block bounds toggle key) key

#    Key for switching between first- and third-person camera.
keymap_camera_mode (Toggle camera mode key) key KEY_KEY_C

#    Key for increasing the viewing range.
keymap_increase_viewing_range_min (View range increase key) key +

#    Key for decreasing the viewing range.
keymap_decrease_viewing_range_min (View range decrease key) key -
