/
settingtypes.txt
2256 lines (1675 loc) · 93.4 KB
/
settingtypes.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
# This file contains all settings displayed in the settings menu.
#
# General format:
# name (Readable name) type type_args
#
# Note that the parts are separated by exactly one space
#
# `type` can be:
# - int
# - string
# - bool
# - float
# - enum
# - path
# - filepath
# - key (will be ignored in GUI, since a special key change dialog exists)
# - flags
# - noise_params_2d
# - noise_params_3d
# - v3f
#
# `type_args` can be:
# * int:
# - default
# - default min max
# * string:
# - default (if default is not specified then "" is set)
# * bool:
# - default
# * float:
# - default
# - default min max
# * enum:
# - default value1,value2,...
# * path:
# - default (if default is not specified then "" is set)
# * filepath:
# - default (if default is not specified then "" is set)
# * key:
# - default
# * flags:
# Flags are always separated by comma without spaces.
# - default possible_flags
# * noise_params_2d:
# Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
# - default
# * noise_params_3d:
# Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
# - default
# * v3f:
# Format is (<X>, <Y>, <Z>)
# - default
#
# Comments directly above a setting are bound to this setting.
# All other comments are ignored.
#
# Comments and (Readable name) are handled by gettext.
# Comments should be complete sentences that describe the setting and possibly
# give the user additional useful insight.
# Sections are marked by a single line in the format: [Section Name]
# Sub-section are marked by adding * in front of the section name: [*Sub-section]
# Sub-sub-sections have two * etc.
# There shouldn't be too much settings per category; settings that shouldn't be
# modified by the "average user" should be in (sub-)categories called "Advanced".
[Controls]
# If enabled, you can place blocks at the position (feet + eye level) where you stand.
# This is helpful when working with nodeboxes in small areas.
enable_build_where_you_stand (Build inside player) bool false
# 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
# Smooths camera when looking around. Also called look or mouse smoothing.
# Useful for recording videos.
cinematic (Cinematic mode) bool false
# Smooths rotation of camera. 0 to disable.
camera_smoothing (Camera smoothing) float 0.0 0.0 0.99
# Smooths rotation of camera in cinematic mode. 0 to disable.
cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99
# Invert vertical mouse movement.
invert_mouse (Invert mouse) bool false
# Mouse sensitivity multiplier.
mouse_sensitivity (Mouse sensitivity) float 0.2
# 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 and fast) bool true
# The time in seconds it takes between repeated node placements when holding
# the place button.
repeat_place_time (Place repetition interval) float 0.25 0.001
# Automatically jump up single-node obstacles.
autojump (Automatic jumping) bool false
# Prevent digging and placing from repeating when holding the mouse buttons.
# Enable this when you dig or place too often by accident.
safe_dig_and_place (Safe digging and placing) bool false
# Enable random user input (only used for testing).
random_input (Random input) 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
# The length in pixels it takes for touch screen interaction to start.
touchscreen_threshold (Touch screen threshold) int 20 0 100
# (Android) Fixes the position of virtual joystick.
# If disabled, virtual joystick will center to first-touch's position.
fixed_virtual_joystick (Fixed virtual joystick) bool false
# (Android) Use virtual joystick to trigger "Aux1" button.
# If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool false
# Enable joysticks
enable_joysticks (Enable joysticks) bool false
# The identifier of the joystick to use
joystick_id (Joystick ID) int 0
# The type of joystick
joystick_type (Joystick type) enum auto auto,generic,xbox
# 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 deadzone of the joystick
joystick_deadzone (Joystick deadzone) int 2048
# The sensitivity of the joystick axes for moving the
# ingame view frustum around.
joystick_frustum_sensitivity (Joystick frustum sensitivity) float 170
# Key for moving the player forward.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_forward (Forward key) key KEY_KEY_W
# Key for moving the player backward.
# Will also disable autoforward, when active.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_backward (Backward key) key KEY_KEY_S
# Key for moving the player left.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_left (Left key) key KEY_KEY_A
# Key for moving the player right.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_right (Right key) key KEY_KEY_D
# Key for jumping.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_jump (Jump key) key KEY_SPACE
# Key for sneaking.
# Also used for climbing down and descending in water if aux1_descends is disabled.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_sneak (Sneak key) key KEY_LSHIFT
# Key for digging.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_dig (Dig key) key KEY_LBUTTON
# Key for placing.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_place (Place key) key KEY_RBUTTON
# Key for opening the inventory.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_inventory (Inventory key) key KEY_KEY_I
# Key for moving fast in fast mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_aux1 (Aux1 key) key KEY_KEY_E
# Key for opening the chat window.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_chat (Chat key) key KEY_KEY_T
# Key for opening the chat window to type commands.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_cmd (Command key) key /
# Key for opening the chat window to type local commands.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_cmd_local (Command key) key .
# Key for toggling unlimited view range.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_rangeselect (Range select key) key KEY_KEY_R
# Key for toggling flying.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_freemove (Fly key) key KEY_KEY_K
# Key for toggling pitch move mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_pitchmove (Pitch move key) key KEY_KEY_P
# Key for toggling fast mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_fastmove (Fast key) key KEY_KEY_J
# Key for toggling noclip mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_noclip (Noclip key) key KEY_KEY_H
# Key for selecting the next item in the hotbar.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_hotbar_next (Hotbar next key) key KEY_KEY_N
# Key for selecting the previous item in the hotbar.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_hotbar_previous (Hotbar previous key) key KEY_KEY_B
# Key for muting the game.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_mute (Mute key) key KEY_KEY_M
# Key for increasing the volume.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_increase_volume (Inc. volume key) key
# Key for decreasing the volume.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_decrease_volume (Dec. volume key) key
# Key for toggling autoforward.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_autoforward (Automatic forward key) key
# Key for toggling cinematic mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_cinematic (Cinematic mode key) key
# Key for toggling display of minimap.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_minimap (Minimap key) key KEY_KEY_V
# Key for taking screenshots.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_screenshot (Screenshot) key KEY_F12
# Key for dropping the currently selected item.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_drop (Drop item key) key KEY_KEY_Q
# Key to use view zoom when possible.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_zoom (View zoom key) key KEY_KEY_Z
# Key for selecting the first hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot1 (Hotbar slot 1 key) key KEY_KEY_1
# Key for selecting the second hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot2 (Hotbar slot 2 key) key KEY_KEY_2
# Key for selecting the third hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot3 (Hotbar slot 3 key) key KEY_KEY_3
# Key for selecting the fourth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot4 (Hotbar slot 4 key) key KEY_KEY_4
# Key for selecting the fifth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot5 (Hotbar slot 5 key) key KEY_KEY_5
# Key for selecting the sixth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot6 (Hotbar slot 6 key) key KEY_KEY_6
# Key for selecting the seventh hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot7 (Hotbar slot 7 key) key KEY_KEY_7
# Key for selecting the eighth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot8 (Hotbar slot 8 key) key KEY_KEY_8
# Key for selecting the ninth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot9 (Hotbar slot 9 key) key KEY_KEY_9
# Key for selecting the tenth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot10 (Hotbar slot 10 key) key KEY_KEY_0
# Key for selecting the 11th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot11 (Hotbar slot 11 key) key
# Key for selecting the 12th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot12 (Hotbar slot 12 key) key
# Key for selecting the 13th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot13 (Hotbar slot 13 key) key
# Key for selecting the 14th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot14 (Hotbar slot 14 key) key
# Key for selecting the 15th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot15 (Hotbar slot 15 key) key
# Key for selecting the 16th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot16 (Hotbar slot 16 key) key
# Key for selecting the 17th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot17 (Hotbar slot 17 key) key
# Key for selecting the 18th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot18 (Hotbar slot 18 key) key
# Key for selecting the 19th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot19 (Hotbar slot 19 key) key
# Key for selecting the 20th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot20 (Hotbar slot 20 key) key
# Key for selecting the 21st hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot21 (Hotbar slot 21 key) key
# Key for selecting the 22nd hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot22 (Hotbar slot 22 key) key
# Key for selecting the 23rd hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot23 (Hotbar slot 23 key) key
# Key for selecting the 24th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot24 (Hotbar slot 24 key) key
# Key for selecting the 25th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot25 (Hotbar slot 25 key) key
# Key for selecting the 26th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot26 (Hotbar slot 26 key) key
# Key for selecting the 27th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot27 (Hotbar slot 27 key) key
# Key for selecting the 28th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot28 (Hotbar slot 28 key) key
# Key for selecting the 29th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot29 (Hotbar slot 29 key) key
# Key for selecting the 30th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot30 (Hotbar slot 30 key) key
# Key for selecting the 31st hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot31 (Hotbar slot 31 key) key
# Key for selecting the 32nd hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot32 (Hotbar slot 32 key) key
# Key for toggling the display of the HUD.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_toggle_hud (HUD toggle key) key KEY_F1
# Key for toggling the display of chat.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_toggle_chat (Chat toggle key) key KEY_F2
# Key for toggling the display of the large chat console.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_console (Large chat console key) key KEY_F10
# Key for toggling the display of fog.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_toggle_force_fog_off (Fog toggle key) key KEY_F3
# Key for toggling the camera update. Only used for development
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_toggle_update_camera (Camera update toggle key) key
# Key for toggling the display of debug info.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_toggle_debug (Debug info toggle key) key KEY_F5
# Key for toggling the display of the profiler. Used for development.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_toggle_profiler (Profiler toggle key) key KEY_F6
# Key for switching between first- and third-person camera.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_camera_mode (Toggle camera mode key) key KEY_KEY_C
# Key for increasing the viewing range.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_increase_viewing_range_min (View range increase key) key +
# Key for decreasing the viewing range.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_decrease_viewing_range_min (View range decrease key) key -
[Graphics]
[*In-Game]
[**Basic]
# Whether nametag backgrounds should be shown by default.
# Mods may still set a background.
show_nametag_backgrounds (Show nametag backgrounds by default) bool true
# Enable vertex buffer objects.
# This should greatly improve graphics performance.
enable_vbo (VBO) bool true
# Whether to fog out the end of the visible area.
enable_fog (Fog) bool true
# Leaves style:
# - Fancy: all faces visible
# - Simple: only outer faces, if defined special_tiles are used
# - Opaque: disable transparency
leaves_style (Leaves style) enum fancy fancy,simple,opaque
# Connects glass if supported by node.
connected_glass (Connect glass) bool false
# Enable smooth lighting with simple ambient occlusion.
# Disable for speed or for different looks.
smooth_lighting (Smooth lighting) bool true
# Clouds are a client side effect.
enable_clouds (Clouds) bool true
# Use 3D cloud look instead of flat.
enable_3d_clouds (3D clouds) bool true
# Method used to highlight selected object.
node_highlighting (Node highlighting) enum box box,halo,none
# Adds particles when digging a node.
enable_particles (Digging particles) bool true
[**Filtering]
# Use mip mapping to scale textures. May slightly increase performance,
# especially when using a high resolution texture pack.
# Gamma correct downscaling is not supported.
mip_map (Mipmapping) bool false
# Use anisotropic filtering when viewing at textures from an angle.
anisotropic_filter (Anisotropic filtering) bool false
# Use bilinear filtering when scaling textures.
bilinear_filter (Bilinear filtering) bool false
# Use trilinear filtering when scaling textures.
trilinear_filter (Trilinear filtering) bool false
# Filtered textures can blend RGB values with fully-transparent neighbors,
# which PNG optimizers usually discard, often resulting in dark or
# light edges to transparent textures. Apply a filter to clean that up
# at texture load time. This is automatically enabled if mipmapping is enabled.
texture_clean_transparent (Clean transparent textures) bool false
# When using bilinear/trilinear/anisotropic filters, low-resolution textures
# can be blurred, so automatically upscale them with nearest-neighbor
# interpolation to preserve crisp pixels. This sets the minimum texture size
# for the upscaled textures; higher values look sharper, but require more
# memory. Powers of 2 are recommended. This setting is ONLY applied if
# bilinear/trilinear/anisotropic filtering is enabled.
# This is also used as the base node texture size for world-aligned
# texture autoscaling.
texture_min_size (Minimum texture size) int 64
# Use multi-sample antialiasing (MSAA) to smooth out block edges.
# This algorithm smooths out the 3D viewport while keeping the image sharp,
# but it doesn't affect the insides of textures
# (which is especially noticeable with transparent textures).
# Visible spaces appear between nodes when shaders are disabled.
# If set to 0, MSAA is disabled.
# A restart is required after changing this option.
fsaa (FSAA) enum 0 0,1,2,4,8,16
# 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
[**Shaders]
# Shaders allow advanced visual effects and may increase performance on some video
# cards.
# This only works with the OpenGL video backend.
enable_shaders (Shaders) bool true
# Path to shader directory. If no path is defined, default location will be used.
shader_path (Shader path) path
[***Tone Mapping]
# Enables Hable's 'Uncharted 2' filmic tone mapping.
# Simulates the tone curve of photographic film and how this approximates the
# appearance of high dynamic range images. Mid-range contrast is slightly
# enhanced, highlights and shadows are gradually compressed.
tone_mapping (Filmic tone mapping) bool false
[***Waving Nodes]
# Set to true to enable waving liquids (like water).
# Requires shaders to be enabled.
enable_waving_water (Waving liquids) bool false
# The maximum height of the surface of waving liquids.
# 4.0 = Wave height is two nodes.
# 0.0 = Wave doesn't move at all.
# Default is 1.0 (1/2 node).
# Requires waving liquids to be enabled.
water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0
# Length of liquid waves.
# Requires waving liquids to be enabled.
water_wave_length (Waving liquids wavelength) float 20.0 0.1
# How fast liquid waves will move. Higher = faster.
# If negative, liquid waves will move backwards.
# Requires waving liquids to be enabled.
water_wave_speed (Waving liquids wave speed) float 5.0
# Set to true to enable waving leaves.
# Requires shaders to be enabled.
enable_waving_leaves (Waving leaves) bool false
# Set to true to enable waving plants.
# Requires shaders to be enabled.
enable_waving_plants (Waving plants) bool false
[***Dynamic shadows]
# Set to true to enable Shadow Mapping.
# Requires shaders to be enabled.
enable_dynamic_shadows (Dynamic shadows) bool false
# Set the shadow strength.
# Lower value means lighter shadows, higher value means darker shadows.
shadow_strength (Shadow strength) float 0.2 0.05 1.0
# Maximum distance to render shadows.
shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 120.0 10.0 1000.0
# Texture size to render the shadow map on.
# This must be a power of two.
# Bigger numbers create better shadows but it is also more expensive.
shadow_map_texture_size (Shadow map texture size) int 1024 128 8192
# Sets shadow texture quality to 32 bits.
# On false, 16 bits texture will be used.
# This can cause much more artifacts in the shadow.
shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
# Enable Poisson disk filtering.
# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
shadow_poisson_filter (Poisson filtering) bool true
# Define shadow filtering quality
# This simulates the soft shadows effect by applying a PCF or Poisson disk
# but also uses more resources.
shadow_filters (Shadow filter quality) enum 1 0,1,2
# Enable colored shadows.
# On true translucent nodes cast colored shadows. This is expensive.
shadow_map_color (Colored shadows) bool false
# Spread a complete update of shadow map over given amount of frames.
# Higher values might make shadows laggy, lower values
# will consume more resources.
# Minimum value: 1; maximum value: 16
shadow_update_frames (Map shadows update frames) int 8 1 16
# Set the soft shadow radius size.
# Lower values mean sharper shadows, bigger values mean softer shadows.
# Minimum value: 1.0; maxiumum value: 10.0
shadow_soft_radius (Soft shadow radius) float 1.0 1.0 10.0
# Set the tilt of Sun/Moon orbit in degrees
# Value of 0 means no tilt / vertical orbit.
# Minimum value: 0.0; maximum value: 60.0
shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 0.0 60.0
[**Advanced]
# Arm inertia, gives a more realistic movement of
# the arm when the camera moves.
arm_inertia (Arm inertia) bool true
# 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
# 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
# Open the pause menu when the window's focus is lost. Does not pause if a formspec is
# open.
pause_on_lost_focus (Pause on lost window focus) bool false
# View distance in nodes.
viewing_range (Viewing range) int 190 20 4000
# Camera 'near clipping plane' distance in nodes, between 0 and 0.25
# Only works on GLES platforms. Most users will not need to change this.
# Increasing can reduce artifacting on weaker GPUs.
# 0.1 = Default, 0.25 = Good value for weaker tablets.
near_plane (Near plane) float 0.1 0 0.25
# Width component of the initial window size. Ignored in fullscreen mode.
screen_w (Screen width) int 1024 1
# Height component of the initial window size. Ignored in fullscreen mode.
screen_h (Screen height) int 600 1
# Save window size automatically when modified.
autosave_screensize (Autosave screen size) bool true
# Fullscreen mode.
fullscreen (Full screen) bool false
# Vertical screen synchronization.
vsync (VSync) bool false
# 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
# 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
# Path to texture directory. All textures are first searched from here.
texture_path (Texture path) path
# The rendering back-end.
# A restart is required after changing this.
# Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
# On other platforms, OpenGL is recommended.
# Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
video_driver (Video driver) enum opengl opengl,ogles1,ogles2
# 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
# 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
# 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
# 3D support.
# Currently supported:
# - none: no 3d output.
# - anaglyph: cyan/magenta color 3d.
# - interlaced: odd/even line based polarisation screen support.
# - topbottom: split screen top/bottom.
# - sidebyside: split screen side by side.
# - crossview: Cross-eyed 3d
# - pageflip: quadbuffer based 3d.
# Note that the interlaced mode requires shaders to be enabled.
3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview,pageflip
# Strength of 3D mode parallax.
3d_paralax_strength (3D mode parallax strength) float 0.025
# 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
# 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)
# Formspec default background opacity (between 0 and 255).
formspec_default_bg_opacity (Formspec Default Background Opacity) int 140 0 255
# Formspec default background color (R,G,B).
formspec_default_bg_color (Formspec Default Background Color) string (0,0,0)
# 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
# Maximum number of recent chat messages to show
recent_chat_messages (Recent Chat Messages) int 6 2 20
# Whether node texture animations should be desynchronized per mapblock.
desynchronize_mapblock_texture_animation (Desynchronize block animation) bool true
# 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
# Modifies the size of the hudbar elements.
hud_scaling (HUD scale factor) float 1.0
# Enables caching of facedir rotated meshes.
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
# Size of the MapBlock cache of the mesh generator. Increasing this will
# increase the cache hit %, reducing the data being copied from the main
# thread, thus reducing jitter.
meshgen_block_cache_size (Mapblock mesh generator's MapBlock cache size in MB) int 20 0 1000
# Enables minimap.
enable_minimap (Minimap) bool true
# Shape of the minimap. Enabled = round, disabled = square.
minimap_shape_round (Round minimap) bool true
# True = 256
# False = 128
# Usable to make minimap smoother on slower machines.
minimap_double_scan_height (Minimap scan height) bool true
# Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
directional_colored_fog (Colored fog) bool true
# The strength (darkness) of node ambient-occlusion shading.
# Lower is darker, Higher is lighter. The valid range of values for this
# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
# set to the nearest valid value.
ambient_occlusion_gamma (Ambient occlusion gamma) float 2.2 0.25 4.0
# Enables animation of inventory items.
inventory_items_animations (Inventory items animations) bool false
# Fraction of the visible distance at which fog starts to be rendered
fog_start (Fog start) float 0.4 0.0 0.99
# Makes all liquids opaque
opaque_water (Opaque liquids) bool false
# Textures on a node may be aligned either to the node or to the world.
# The former mode suits better things like machines, furniture, etc., while
# the latter makes stairs and microblocks fit surroundings better.
# However, as this possibility is new, thus may not be used by older servers,
# this option allows enforcing it for certain node types. Note though that
# that is considered EXPERIMENTAL and may not work properly.
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
# Show entity selection boxes
# A restart is required after changing this.
show_entity_selectionbox (Show entity selection boxes) bool false
[*Menus]
# Use a cloud animation for the main menu background.
menu_clouds (Clouds in menu) bool true
# Scale GUI by a user specified value.
# Use a nearest-neighbor-anti-alias filter to scale the GUI.
# This will smooth over some of the rough edges, and blend
# pixels when scaling down, at the cost of blurring some
# edge pixels when images are scaled by non-integer sizes.
gui_scaling (GUI scaling) float 1.0 0.001
# 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
# Append item name to tooltip.
tooltip_append_itemname (Append item name) bool false
# Whether FreeType fonts are used, requires FreeType support to be compiled in.
# If disabled, bitmap and XML vectors fonts are used instead.
freetype (FreeType fonts) bool true
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
# 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 in point (pt).
font_size (Font size) int 16 1
# Path to the default font.
# If “freetype” setting is enabled: Must be a TrueType font.
# If “freetype” setting is disabled: Must be a bitmap or XML vectors 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 in point (pt).
mono_font_size (Monospace font size) int 15 1
# Path to the monospace font.
# If “freetype” setting is enabled: Must be a TrueType font.
# If “freetype” setting is disabled: Must be a bitmap or XML vectors 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.
# If “freetype” setting is enabled: Must be a TrueType font.
# If “freetype” setting is disabled: Must be a bitmap or XML vectors 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
# 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
# Path to save screenshots at. Can be an absolute or relative path.
# The folder will be created if it doesn't already exist.
screenshot_path (Screenshot folder) path screenshots
# Format of screenshots.
screenshot_format (Screenshot format) enum png png,jpg,bmp,pcx,ppm,tga
# Screenshot quality. Only used for JPEG format.
# 1 means worst quality; 100 means best quality.
# Use 0 for default quality.
screenshot_quality (Screenshot quality) int 0 0 100
[*Advanced]
# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
screen_dpi (DPI) int 72 1
# Windows systems only: Start Minetest with the command line window in the background.
# Contains the same information as the file debug.txt (default name).
enable_console (Enable console window) bool false
[Sound]
# 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
# Volume of all sounds.
# Requires the sound system to be enabled.
sound_volume (Volume) float 0.7 0.0 1.0
# Whether to mute sounds. You can unmute sounds at any time, unless the
# sound system is disabled (enable_sound=false).
# In-game, you can toggle the mute state with the mute key or by using the
# pause menu.
mute_sound (Mute sound) bool false
[Client]
# Clickable weblinks (middle-click or ctrl-left-click) enabled in chat console output.
clickable_chat_weblinks (Chat weblinks) bool false
# Optional override for chat weblink color.
chat_weblink_color (Weblink color) string
[*Network]
# Address to connect to.
# Leave this blank to start a local server.
# Note that the address field in the main menu overrides this setting.
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
# Prometheus listener address.
# If Minetest 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
# Save the map received by the client on disk.
enable_local_map_saving (Saving map received from server) bool false