code:
#    This file contains a list of all available settings and their default value for minetest.conf

#    By default, all the settings are commented and not functional.
#    Uncomment settings by removing the preceding #.

#    minetest.conf is read by default from:
#    ../minetest.conf
#    ../../minetest.conf
#    Any other path can be chosen by passing the path as a parameter
#    to the program, eg. "minetest.exe --config ../minetest.conf.example".

#    Further documentation:
#    http://wiki.minetest.net/

#
# Client
#

## Controls

#    If enabled, you can place blocks at the position (feet + eye level) where you stand.
#    This is helpful when working with nodeboxes in small areas.
#    type: bool
# enable_build_where_you_stand = false

#    Player is able to fly without being affected by gravity.
#    This requires the "fly" privilege on the server.
#    type: bool
# free_move = false

#    Fast movement (via use key).
#    This requires the "fast" privilege on the server.
#    type: bool
# fast_move = false

#    If enabled together with fly mode, player is able to fly through solid nodes.
#    This requires the "noclip" privilege on the server.
#    type: bool
# noclip = false

#    Smooths camera when looking around. Also called look or mouse smoothing.
#    Useful for recording videos.
#    type: bool
# cinematic = false

#    Smooths rotation of camera. 0 to disable.
#    type: float min: 0 max: 0.99
# camera_smoothing = 0.0

#    Smooths rotation of camera in cinematic mode. 0 to disable.
#    type: float min: 0 max: 0.99
# cinematic_camera_smoothing = 0.7

#    Invert vertical mouse movement.
#    type: bool
# invert_mouse = false

#    Mouse sensitivity multiplier.
#    type: float
# mouse_sensitivity = 0.2

#    If enabled, "use" key instead of "sneak" key is used for climbing down and descending.
#    type: bool
# aux1_descends = false

#    Double-tapping the jump key toggles fly mode.
#    type: bool
# doubletap_jump = false

#    If disabled "use" key is used to fly fast if both fly and fast mode are enabled.
#    type: bool
# always_fly_fast = true

#    The time in seconds it takes between repeated right clicks when holding the right mouse button.
#    type: float
# repeat_rightclick_time = 0.25

#    Enable random user input (only used for testing).
#    type: bool
# random_input = false

#    Continuous forward movement (only used for testing).
#    type: bool
# continuous_forward = false

#    Enable Joysticks
#    type: bool
# enable_joysticks = false

#    The identifier of the joystick to use
#    type: int
# joystick_id = 0

#    The type of joystick
#    type: enum values: auto, generic, xbox
# joystick_type = auto

#    The time in seconds it takes between repeated events
#    when holding down a joystick button combination.
#    type: float
# repeat_joystick_button_time = 0.17

#    The sensitivity of the joystick axes for moving the
#    ingame view frustum around.
#    type: float
# joystick_frustum_sensitivity = 170

#    Key for moving the player forward.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_forward = KEY_KEY_W

#    Key for moving the player backward.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_backward = KEY_KEY_S

#    Key for moving the player left.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_left = KEY_KEY_A

#    Key for moving the player right.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_right = KEY_KEY_D

#    Key for jumping.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_jump = KEY_SPACE

#    Key for sneaking.
#    Also used for climbing down and descending in water if aux1_descends is disabled.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_sneak = KEY_LSHIFT

#    Key for opening the inventory.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_inventory = KEY_KEY_I

#    Key for moving fast in fast mode.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_special1 = KEY_KEY_E

#    Key for opening the chat window.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_chat = KEY_KEY_T

#    Key for opening the chat window to type commands.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_cmd = /

#    Key for opening the chat window to type local commands.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_cmd_local = .

#    Key for toggling unlimited view range.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_rangeselect = KEY_KEY_R

#    Key for toggling flying.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_freemove = KEY_KEY_K

#    Key for toggling fast mode.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_fastmove = KEY_KEY_J

#    Key for toggling noclip mode.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_noclip = KEY_KEY_H

#    Key for selecting the next item in the hotbar.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_hotbar_next = KEY_KEY_N

#    Key for selecting the previous item in the hotbar.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_hotbar_previous = KEY_KEY_B

#    Key for muting the game.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_mute = KEY_KEY_M

#    Key for increasing the volume.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_increase_volume =

#    Key for decreasing the volume.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_decrease_volume =

#    Key for toggling autorun.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_autorun =

#    Key for toggling cinematic mode.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_cinematic =

#    Key for toggling display of minimap.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_minimap = KEY_F9

#    Key for taking screenshots.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_screenshot = KEY_F12

#    Key for dropping the currently selected item.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_drop = KEY_KEY_Q

#    Key to use view zoom when possible.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_zoom = KEY_KEY_Z

#    Key for toggling the display of the HUD.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_toggle_hud = KEY_F1

#    Key for toggling the display of the chat.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_toggle_chat = KEY_F2

#    Key for toggling the display of the large chat console.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_console = KEY_F10

#    Key for toggling the display of the fog.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_toggle_force_fog_off = KEY_F3

#    Key for toggling the camera update. Only used for development
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_toggle_update_camera =

#    Key for toggling the display of debug info.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_toggle_debug = KEY_F5

#    Key for toggling the display of the profiler. Used for development.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_toggle_profiler = KEY_F6

#    Key for switching between first- and third-person camera.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_camera_mode = KEY_F7

#    Key for increasing the viewing range.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_increase_viewing_range_min = +

#    Key for decreasing the viewing range.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_decrease_viewing_range_min = -

#    Key for printing debug stacks. Used for development.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_print_debug_stacks = KEY_KEY_P

## Network

#    Address to connect to.
#    Leave this blank to start a local server.
#    Note that the address field in the main menu overrides this setting.
#    type: string
# address =

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

#    Whether to support older servers before protocol version 25.
#    Enable if you want to connect to 0.4.12 servers and before.
#    Servers starting with 0.4.13 will work, 0.4.12-dev servers may work.
#    Disabling this option will protect your password better.
#    type: bool
# send_pre_v25_init = false

#    Save the map received by the client on disk.
#    type: bool
# enable_local_map_saving = false

#    Show entity selection boxes
#    type: bool
# show_entity_selectionbox = true

#    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.
#    type: bool
# enable_remote_media_server = true

#    Enable Lua modding support on client.
#    This support is experimental and API can change.
#    type: bool
# enable_client_modding = false

#    URL to the server list displayed in the Multiplayer Tab.
#    type: string
# serverlist_url = servers.minetest.net

#    File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab.
#    type: string
# serverlist_file = favoriteservers.txt

#    Maximum size of the out chat queue. 0 to disable queueing and -1 to make the queue size unlimited
#    type: int
# max_out_chat_queue_size = 20

## Graphics

### In-Game

#### Basic

#    Enable VBO
#    type: bool
# enable_vbo = true

#    Whether to fog out the end of the visible area.
#    type: bool
# enable_fog = true

#    Leaves style:
#    -   Fancy:  all faces visible
#    -   Simple: only outer faces, if defined special_tiles are used
#    -   Opaque: disable transparency
#    type: enum values: fancy, simple, opaque
# leaves_style = fancy

#    Connects glass if supported by node.
#    type: bool
# connected_glass = false

#    Enable smooth lighting with simple ambient occlusion.
#    Disable for speed or for different looks.
#    type: bool
# smooth_lighting = true

#    Clouds are a client side effect.
#    type: bool
# enable_clouds = true

#    Use 3D cloud look instead of flat.
#    type: bool
# enable_3d_clouds = true

#    Method used to highlight selected object.
#    type: enum values: box, halo, none
# node_highlighting = box

#    Adds particles when digging a node.
#    type: bool
# enable_particles = true

#### Filtering

#    Use mip mapping to scale textures. May slightly increase performance.
#    type: bool
# mip_map = false

#    Use anisotropic filtering when viewing at textures from an angle.
#    type: bool
# anisotropic_filter = false

#    Use bilinear filtering when scaling textures.
#    type: bool
# bilinear_filter = false

#    Use trilinear filtering when scaling textures.
#    type: bool
# trilinear_filter = false

#    Filtered textures can blend RGB values with fully-transparent neighbors,
#    which PNG optimizers usually discard, sometimes resulting in a dark or
#    light edge to transparent textures.  Apply this filter to clean that up
#    at texture load time.
#    type: bool
# texture_clean_transparent = false

#    When using bilinear/trilinear/anisotropic filters, low-resolution textures
#    can be blurred, so automatically upscale them with nearest-neighbor
#    interpolation to preserve crisp pixels.  This sets the minimum texture size
#    for the upscaled textures; higher values look sharper, but require more
#    memory.  Powers of 2 are recommended.  Setting this higher than 1 may not
#    have a visible effect unless bilinear/trilinear/anisotropic filtering is
#    enabled.
#    type: int
# texture_min_size = 64

#    Experimental option, might cause visible spaces between blocks
#    when set to higher number than 0.
#    type: enum values: 0, 1, 2, 4, 8, 16
# fsaa = 0

#    Undersampling is similar to using lower screen resolution, but it applies
#    to the game world only, keeping the GUI intact.
#    It should give significant performance boost at the cost of less detailed image.
#    type: enum values: 0, 2, 3, 4
# undersampling = 0

#### Shaders

#    Shaders allow advanced visual effects and may increase performance on some video cards.
#    This only works with the OpenGL video backend.
#    type: bool
# enable_shaders = true

#    Path to shader directory. If no path is defined, default location will be used.
#    type: path
# shader_path =

##### Tone Mapping

#    Enables filmic tone mapping
#    type: bool
# tone_mapping = false

##### Bumpmapping

#    Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
#    or need to be auto-generated.
#    Requires shaders to be enabled.
#    type: bool
# enable_bumpmapping = false

#    Enables on the fly normalmap generation (Emboss effect).
#    Requires bumpmapping to be enabled.
#    type: bool
# generate_normalmaps = false

#    Strength of generated normalmaps.
#    type: float
# normalmaps_strength = 0.6

#    Defines sampling step of texture.
#    A higher value results in smoother normal maps.
#    type: int min: 0 max: 2
# normalmaps_smooth = 0

##### Parallax Occlusion

#    Enables parallax occlusion mapping.
#    Requires shaders to be enabled.
#    type: bool
# enable_parallax_occlusion = false

#    0 = parallax occlusion with slope information (faster).
#    1 = relief mapping (slower, more accurate).
#    type: int min: 0 max: 1
# parallax_occlusion_mode = 1

#    Strength of parallax.
#    type: float
# 3d_paralax_strength = 0.025

#    Number of parallax occlusion iterations.
#    type: int
# parallax_occlusion_iterations = 4

#    Overall scale of parallax occlusion effect.
#    type: float
# parallax_occlusion_scale = 0.08

#    Overall bias of parallax occlusion effect, usually scale/2.
#    type: float
# parallax_occlusion_bias = 0.04

##### Waving Nodes

#    Set to true enables waving water.
#    Requires shaders to be enabled.
#    type: bool
# enable_waving_water = false

#    type: float
# water_wave_height = 1.0

#    type: float
# water_wave_length = 20.0

#    type: float
# water_wave_speed = 5.0

#    Set to true enables waving leaves.
#    Requires shaders to be enabled.
#    type: bool
# enable_waving_leaves = false

#    Set to true enables waving plants.
#    Requires shaders to be enabled.
#    type: bool
# enable_waving_plants = false

#### Advanced

#    If FPS would go higher than this, limit it by sleeping
#    to not waste CPU power for no benefit.
#    type: int
# fps_max = 60

#    Maximum FPS when game is paused.
#    type: int
# pause_fps_max = 20

#    View distance in nodes.
#    type: int min: 20 max: 4000
# viewing_range = 100

#    Width component of the initial window size.
#    type: int
# screenW = 800

#    Height component of the initial window size.
#    type: int
# screenH = 600

#    Save window size automatically when modified.
#    type: bool
# autosave_screensize = true

#    Fullscreen mode.
#    type: bool
# fullscreen = false

#    Bits per pixel (aka color depth) in fullscreen mode.
#    type: int
# fullscreen_bpp = 24

#    Vertical screen synchronization.
#    type: bool
# vsync = false

#    Field of view in degrees.
#    type: int min: 30 max: 160
# fov = 72

#    Field of view while zooming in degrees.
#    This requires the "zoom" privilege on the server.
#    type: int min: 7 max: 160
# zoom_fov = 15

#    Adjust the gamma encoding for the light tables. Higher numbers are brighter.
#    This setting is for the client only and is ignored by the server.
#    type: float min: 1 max: 3
# display_gamma = 2.2

#    Path to texture directory. All textures are first searched from here.
#    type: path
# texture_path =

#    The rendering back-end for Irrlicht.
#    type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl
# video_driver = opengl

#    Height on which clouds are appearing.
#    type: int
# cloud_height = 120

#    Radius of cloud area stated in number of 64 node cloud squares.
#    Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
#    type: int
# cloud_radius = 12

#    Enable view bobbing and amount of view bobbing.
#    For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
#    type: float
# view_bobbing_amount = 1.0

#    Multiplier for fall bobbing.
#    For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
#    type: float
# fall_bobbing_amount = 0.0

#    3D support.
#    Currently supported:
#    -    none: no 3d output.
#    -    anaglyph: cyan/magenta color 3d.
#    -    interlaced: odd/even line based polarisation screen support.
#    -    topbottom: split screen top/bottom.
#    -    sidebyside: split screen side by side.
#    -    pageflip: quadbuffer based 3d.
#    type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, pageflip
# 3d_mode = none

#    In-game chat console height, between 0.1 (10%) and 1.0 (100%).
#    type: float min: 0.1 max: 1
# console_height = 1.0

#    In-game chat console background color (R,G,B).
#    type: string
# console_color = (0,0,0)

#    In-game chat console background alpha (opaqueness, between 0 and 255).
#    type: int min: 0 max: 255
# console_alpha = 200

#    Selection box border color (R,G,B).
#    type: string
# selectionbox_color = (0,0,0)

#    Width of the selectionbox's lines around nodes.
#    type: int min: 1 max: 5
# selectionbox_width = 2

#    Crosshair color (R,G,B).
#    type: string
# crosshair_color = (255,255,255)

#    Crosshair alpha (opaqueness, between 0 and 255).
#    type: int min: 0 max: 255
# crosshair_alpha = 255

#    Whether node texture animations should be desynchronized per mapblock.
#    type: bool
# desynchronize_mapblock_texture_animation = true

#    Maximum proportion of current window to be used for hotbar.
#    Useful if there's something to be displayed right or left of hotbar.
#    type: float
# hud_hotbar_max_width = 1.0

#    Modifies the size of the hudbar elements.
#    type: float
# hud_scaling = 1.0

#    Enables caching of facedir rotated meshes.
#    type: bool
# enable_mesh_cache = false

#    Delay between mesh updates on the client in ms. Increasing this will slow
#    down the rate of mesh updates, thus reducing jitter on slower clients.
#    type: int min: 0 max: 50
# mesh_generation_interval = 0

#    Size of the MapBlock cache of the mesh generator. Increasing this will
#    increase the cache hit %, reducing the data being copied from the main
#    thread, thus reducing jitter.
#    type: int min: 0 max: 1000
# meshgen_block_cache_size = 20

#    Enables minimap.
#    type: bool
# enable_minimap = true

#    Shape of the minimap. Enabled = round, disabled = square.
#    type: bool
# minimap_shape_round = true

#    True = 256
#    False = 128
#    Useable to make minimap smoother on slower machines.
#    type: bool
# minimap_double_scan_height = true

#    Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
#    type: bool
# directional_colored_fog = true

#    The strength (darkness) of node ambient-occlusion shading.
#    Lower is darker, Higher is lighter. The valid range of values for this
#    setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
#    set to the nearest valid value.
#    type: float min: 0.25 max: 4
# ambient_occlusion_gamma = 2.2

#    Enables animation of inventory items.
#    type: bool
# inventory_items_animations = false

#    Android systems only: Tries to create inventory textures from meshes
#    when no supported render was found.
#    type: bool
# inventory_image_hack = false

#    Fraction of the visible distance at which fog starts to be rendered
#    type: float min: 0 max: 0.99
# fog_start = 0.4

#    Makes all liquids opaque
#    type: bool
# opaque_water = false

### Menus

#    Use a cloud animation for the main menu background.
#    type: bool
# menu_clouds = true

#    Scale gui by a user specified value.
#    Use a nearest-neighbor-anti-alias filter to scale the GUI.
#    This will smooth over some of the rough edges, and blend
#    pixels when scaling down, at the cost of blurring some
#    edge pixels when images are scaled by non-integer sizes.
#    type: float
# gui_scaling = 1.0

#    When gui_scaling_filter is true, all GUI images need to be
#    filtered in software, but some images are generated directly
#    to hardware (e.g. render-to-texture for nodes in inventory).
#    type: bool
# gui_scaling_filter = false

#    When gui_scaling_filter_txr2img is true, copy those images
#    from hardware to software for scaling.  When false, fall back
#    to the old scaling method, for video drivers that don't
#    properly support downloading textures back from hardware.
#    type: bool
# gui_scaling_filter_txr2img = true

#    Delay showing tooltips, stated in milliseconds.
#    type: int
# tooltip_show_delay = 400

#    Whether freetype fonts are used, requires freetype support to be compiled in.
#    type: bool
# freetype = true

#    Path to TrueTypeFont or bitmap.
#    type: path
# font_path = fonts/liberationsans.ttf

#    type: int
# font_size = 16

#    Font shadow offset, if 0 then shadow will not be drawn.
#    type: int
# font_shadow = 1

#    Font shadow alpha (opaqueness, between 0 and 255).
#    type: int min: 0 max: 255
# font_shadow_alpha = 127

#    type: path
# mono_font_path = fonts/liberationmono.ttf

#    type: int
# mono_font_size = 15

#    This font will be used for certain languages.
#    type: path
# fallback_font_path = fonts/DroidSansFallbackFull.ttf

#    type: int
# fallback_font_size = 15

#    type: int
# fallback_font_shadow = 1

#    type: int min: 0 max: 255
# fallback_font_shadow_alpha = 128

#    Path to save screenshots at.
#    type: path
# screenshot_path =

#    Format of screenshots.
#    type: enum values: png, jpg, bmp, pcx, ppm, tga
# screenshot_format = png

#    Screenshot quality. Only used for JPEG format.
#    1 means worst quality; 100 means best quality.
#    Use 0 for default quality.
#    type: int min: 0 max: 100
# screenshot_quality = 0

### Advanced

#    Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
#    type: int
# screen_dpi = 72

#    Windows systems only: Start Minetest with the command line window in the background.
#    Contains the same information as the file debug.txt (default name).
#    type: bool
# enable_console = false

## Sound

#    type: bool
# enable_sound = true

#    type: float min: 0 max: 1
# sound_volume = 0.7

## Advanced

#    Timeout for client to remove unused map data from memory.
#    type: int
# client_unload_unused_data_timeout = 600

#    Maximum number of mapblocks for client to be kept in memory.
#    Set to -1 for unlimited amount.
#    type: int
# client_mapblock_limit = 5000

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

#
# Server / Singleplayer
#

#    Name of the server, to be displayed when players join and in the serverlist.
#    type: string
# server_name = Minetest server

#    Description of server, to be displayed when players join and in the serverlist.
#    type: string
# server_description = mine here

#    Domain name of server, to be displayed in the serverlist.
#    type: string
# server_address = game.minetest.net

#    Homepage of server, to be displayed in the serverlist.
#    type: string
# server_url = http://minetest.net

#    Automaticaly report to the serverlist.
#    type: bool
# server_announce = false

#    Announce to this serverlist.
#    If you want to announce your ipv6 address, use  serverlist_url = v6.servers.minetest.net.
#    type: string
# serverlist_url = servers.minetest.net

#    Remove color codes from incoming chat messages
#    Use this to stop players from being able to use color in their messages
#    type: bool
# strip_color_codes = false

## Network

#    Network port to listen (UDP).
#    This value will be overridden when starting from the main menu.
#    type: int
# port = 30000

#    The network interface that the server listens on.
#    type: string
# bind_address =

#    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.
#    type: bool
# strict_protocol_version_checking = false

#    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.
#    type: string
# remote_media =

#    Enable/disable running an IPv6 server.  An IPv6 server may be restricted
#    to IPv6 clients, depending on system configuration.
#    Ignored if bind_address is set.
#    type: bool
# ipv6_server = false

### Advanced

#    Maximum number of blocks that are simultaneously sent per client.
#    type: int
# max_simultaneous_block_sends_per_client = 10

#    Maximum number of blocks that are simultaneously sent in total.
#    type: int
# max_simultaneous_block_sends_server_total = 40

#    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.
#    type: float
# full_block_send_enable_min_time_from_building = 2.0

#    Maximum number of packets sent per send step, if you have a slow connection
#    try reducing it, but don't reduce it to a number below double of targeted
#    client number.
#    type: int
# max_packets_per_iteration = 1024

## Game

#    Default game when creating a new world.
#    This will be overridden when creating a world from the main menu.
#    type: string
# default_game = minetest

#    Message of the day displayed to players connecting.
#    type: string
# motd =

#    Maximum number of players that can connect simultaneously.
#    type: int
# max_users = 15

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

#    Time in seconds for item entity (dropped items) to live.
#    Setting it to -1 disables the feature.
#    type: int
# item_entity_ttl = 900

#    If enabled, show the server status message on player connection.
#    type: bool
# show_statusline_on_connect = true

#    Enable players getting damage and dying.
#    type: bool
# enable_damage = false

#    Enable creative mode for new created maps.
#    type: bool
# creative_mode = false

#    A chosen map seed for a new map, leave empty for random.
#    Will be overridden when creating a new world in the main menu.
#    type: string
# fixed_map_seed =

#    New users need to input this password.
#    type: string
# default_password =

#    The privileges that new users automatically get.
#    See /privs in game for a full list on your server and mod configuration.
#    type: string
# default_privs = interact, shout

#    Privileges that players with basic_privs can grant
#    type: string
# basic_privs = interact, shout

#    Whether players are shown to clients without any range limit.
#    Deprecated, use the setting player_transfer_distance instead.
#    type: bool
# unlimited_player_transfer_distance = true

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

#    Whether to allow players to damage and kill each other.
#    type: bool
# enable_pvp = true

#    If this is set, players will always (re)spawn at the given position.
#    type: string
# static_spawnpoint =

#    If enabled, new players cannot join with an empty password.
#    type: bool
# disallow_empty_password = false

#    If enabled, disable cheat prevention in multiplayer.
#    type: bool
# disable_anticheat = false

#    If enabled, actions are recorded for rollback.
#    This option is only read when server starts.
#    type: bool
# enable_rollback_recording = false

#    A message to be displayed to all clients when the server shuts down.
#    type: string
# kick_msg_shutdown = Server shutting down.

#    A message to be displayed to all clients when the server crashes.
#    type: string
# kick_msg_crash = 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.
#    type: bool
# ask_reconnect_on_crash = false

#    From how far clients know about objects, stated in mapblocks (16 nodes).
#    type: int
# active_object_send_range_blocks = 3

#    How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes).
#    In active blocks objects are loaded and ABMs run.
#    type: int
# active_block_range = 3

#    From how far blocks are sent to clients, stated in mapblocks (16 nodes).
#    type: int
# max_block_send_distance = 10

#    Maximum number of forceloaded mapblocks.
#    type: int
# max_forceloaded_blocks = 16

#    Interval of sending time of day to clients.
#    type: int
# time_send_interval = 5

#    Controls length of day/night cycle.
#    Examples: 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
#    type: int
# time_speed = 72

#    Interval of saving important changes in the world, stated in seconds.
#    type: float
# server_map_save_interval = 5.3

### Physics

#    type: float
# movement_acceleration_default = 3

#    type: float
# movement_acceleration_air = 2

#    type: float
# movement_acceleration_fast = 10

#    type: float
# movement_speed_walk = 4

#    type: float
# movement_speed_crouch = 1.35

#    type: float
# movement_speed_fast = 20

#    type: float
# movement_speed_climb = 3

#    type: float
# movement_speed_jump = 6.5

#    type: float
# movement_liquid_fluidity = 1

#    type: float
# movement_liquid_fluidity_smooth = 0.5

#    type: float
# movement_liquid_sink = 10

#    type: float
# movement_gravity = 9.81

### Advanced

#    Handling for deprecated lua api calls:
#    -    legacy: (try to) mimic old behaviour (default for release).
#    -    log: mimic and log backtrace of deprecated call (default for debug).
#    -    error: abort on usage of deprecated call (suggested for mod developers).
#    type: enum values: legacy, log, error
# deprecated_lua_api_handling = legacy

#    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).
#    type: int
# max_clearobjects_extra_loaded_blocks = 4096

#    How much the server will wait before unloading unused mapblocks.
#    Higher value is smoother, but will use more RAM.
#    type: int
# server_unload_unused_data_timeout = 29

#    Maximum number of statically stored objects in a block.
#    type: int
# max_objects_per_block = 64

#    See http://www.sqlite.org/pragma.html#pragma_synchronous
#    type: enum values: 0, 1, 2
# sqlite_synchronous = 2

#    Length of a server tick and the interval at which objects are generally updated over network.
#    type: float
# dedicated_server_step = 0.1

#    Time in between active block management cycles
#    type: float
# active_block_mgmt_interval = 2.0

#    Length of time between ABM execution cycles
#    type: float
# abm_interval = 1.0

#    Length of time between NodeTimer execution cycles
#    type: float
# nodetimer_interval = 0.2

#    If enabled, invalid world data won't cause the server to shut down.
#    Only enable this if you know what you are doing.
#    type: bool
# ignore_world_load_errors = false

#    Max liquids processed per step.
#    type: int
# liquid_loop_max = 100000

#    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.
#    type: int
# liquid_queue_purge_time = 0

#    Liquid update interval in seconds.
#    type: float
# liquid_update = 1.0

#    At this distance the server will aggressively optimize which blocks are sent to clients.
#    Small values potentially improve performance a lot, at the expense of visible rendering glitches.
#    (some blocks will not be rendered under water and in caves, as well as sometimes on land)
#    Setting this to a value greater than max_block_send_distance disables this optimization.
#    Stated in mapblocks (16 nodes)
#    type: int min: 2
# block_send_optimize_distance = 4

#    If enabled the server will perform map block occlusion culling based on
#    on the eye position of the player. This can reduce the number of blocks
#    sent to the client 50-80%. The client will not longer receive most invisible
#    so that the utility of noclip mode is reduced.
#    type: bool
# server_side_occlusion_culling = true

## Mapgen

#    Name of map generator to be used when creating a new world.
#    Creating a world in the main menu will override this.
#    type: enum values: v5, v6, v7, flat, valleys, fractal, singlenode
# mg_name = v7

#    Water surface level of the world.
#    type: int
# water_level = 1

#    From how far blocks are generated for clients, stated in mapblocks (16 nodes).
#    type: int
# max_block_generate_distance = 6

#    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.
#    type: int min: 0 max: 31000
# mapgen_limit = 31000

#    Global map generation attributes.
#    In Mapgen v6 the 'decorations' flag controls all decorations except trees
#    and junglegrass, in all other mapgens this flag controls all decorations.
#    Flags that are not specified in the flag string are not modified from the default.
#    Flags starting with 'no' are used to explicitly disable them.
#    type: flags possible values: caves, dungeons, light, decorations, nocaves, nodungeons, nolight, nodecorations
# mg_flags = caves,dungeons,light,decorations

### Advanced

#    Size of chunks to be generated at once by mapgen, stated in mapblocks (16 nodes).
#    type: int
# chunksize = 5

#    Dump the mapgen debug infos.
#    type: bool
# enable_mapgen_debug_info = false

#    Maximum number of blocks that can be queued for loading.
#    type: int
# emergequeue_limit_total = 256

#    Maximum number of blocks to be queued that are to be loaded from file.
#    Set to blank for an appropriate amount to be chosen automatically.
#    type: int
# emergequeue_limit_diskonly = 32

#    Maximum number of blocks to be queued that are to be generated.
#    Set to blank for an appropriate amount to be chosen automatically.
#    type: int
# emergequeue_limit_generate = 32

#    Number of emerge threads to use. Make this field blank, or increase this number
#    to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly
#    at the cost of slightly buggy caves.
#    type: int
# num_emerge_threads = 1

#### Biome API temperature and humidity noise parameters

#    Temperature variation for biomes.
#    type: noise_params
# mg_biome_np_heat = 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0

#    Small-scale temperature variation for blending biomes on borders.
#    type: noise_params
# mg_biome_np_heat_blend = 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0

#    Humidity variation for biomes.
#    type: noise_params
# mg_biome_np_humidity = 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0

#    Small-scale humidity variation for blending biomes on borders.
#    type: noise_params
# mg_biome_np_humidity_blend = 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0

#### Mapgen v5

#    Map generation attributes specific to Mapgen v5.
#    Flags that are not specified in the flag string are not modified from the default.
#    Flags starting with 'no' are used to explicitly disable them.
#    type: flags possible values: caverns, nocaverns
# mgv5_spflags = caverns

#    Controls width of tunnels, a smaller value creates wider tunnels.
#    type: float
# mgv5_cave_width = 0.125

#    Y-level of cavern upper limit.
#    type: int
# mgv5_cavern_limit = -256

#    Y-distance over which caverns expand to full size.
#    type: int
# mgv5_cavern_taper = 256

#    Defines full size of caverns, smaller values create larger caverns.
#    type: float
# mgv5_cavern_threshold = 0.7

#    Variation of biome filler depth.
#    type: noise_params
# mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0

#    Variation of terrain vertical scale.
#    When noise is < -0.55 terrain is near-flat.
#    type: noise_params
# mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0

#    Y-level of average terrain surface.
#    type: noise_params
# mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0

#    First of 2 3D noises that together define tunnels.
#    type: noise_params
# mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0

#    Second of 2 3D noises that together define tunnels.
#    type: noise_params
# mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0

#    3D noise defining giant caverns.
#    type: noise_params
# mgv5_np_cavern = 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0

#### Mapgen v6

#    Map generation attributes specific to Mapgen v6.
#    The 'snowbiomes' flag enables the new 5 biome system.
#    When the new biome system is enabled jungles are automatically enabled and
#    the 'jungles' flag is ignored.
#    Flags that are not specified in the flag string are not modified from the default.
#    Flags starting with 'no' are used to explicitly disable them.
#    type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
# mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,trees

#    Deserts occur when np_biome exceeds this value.
#    When the new biome system is enabled, this is ignored.
#    type: float
# mgv6_freq_desert = 0.45

#    Sandy beaches occur when np_beach exceeds this value.
#    type: float
# mgv6_freq_beach = 0.15

#    Y-level of lower terrain and lakebeds.
#    type: noise_params
# mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0

#    Y-level of higher (cliff-top) terrain.
#    type: noise_params
# mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0

#    Varies steepness of cliffs.
#    type: noise_params
# mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0

#    Defines areas of 'terrain_higher' (cliff-top terrain).
#    type: noise_params
# mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0

#    Varies depth of biome surface nodes.
#    type: noise_params
# mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0

#    Defines areas with sandy beaches.
#    type: noise_params
# mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0

#    Temperature variation for biomes.
#    type: noise_params
# mgv6_np_biome = 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0

#    Variation of number of caves.
#    type: noise_params
# mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0

#    Humidity variation for biomes.
#    type: noise_params
# mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0

#    Defines tree areas and tree density.
#    type: noise_params
# mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0

#    Defines areas where trees have apples.
#    type: noise_params
# mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0

#### Mapgen v7

#    Map generation attributes specific to Mapgen v7.
#    The 'ridges' flag enables the rivers.
#    Floatlands are currently experimental and subject to change.
#    Flags that are not specified in the flag string are not modified from the default.
#    Flags starting with 'no' are used to explicitly disable them.
#    type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
# mgv7_spflags = mountains,ridges,nofloatlands,caverns

#    Controls width of tunnels, a smaller value creates wider tunnels.
#    type: float
# mgv7_cave_width = 0.09

#    Controls the density of floatland mountain terrain.
#    Is an offset added to the 'np_mountain' noise value.
#    type: float
# mgv7_float_mount_density = 0.6

#    Typical maximum height, above and below midpoint, of floatland mountain terrain.
#    type: float
# mgv7_float_mount_height = 128.0

#    Y-level of floatland midpoint and lake surface.
#    type: int
# mgv7_floatland_level = 1280

#    Y-level to which floatland shadows extend.
#    type: int
# mgv7_shadow_limit = 1024

#    Y-level of cavern upper limit.
#    type: int
# mgv7_cavern_limit = -256

#    Y-distance over which caverns expand to full size.
#    type: int
# mgv7_cavern_taper = 256

#    Defines full size of caverns, smaller values create larger caverns.
#    type: float
# mgv7_cavern_threshold = 0.7

#    Y-level of higher (cliff-top) terrain.
#    type: noise_params
# mgv7_np_terrain_base = 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0

#    Y-level of lower terrain and lakebeds.
#    type: noise_params
# mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0

#    Varies roughness of terrain.
#    Defines the 'persistence' value for terrain_base and terrain_alt noises.
#    type: noise_params
# mgv7_np_terrain_persist = 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0

#    Defines areas of higher (cliff-top) terrain and affects steepness of cliffs.
#    type: noise_params
# mgv7_np_height_select = -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0

#    Variation of biome filler depth.
#    type: noise_params
# mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0

#    Variation of maximum mountain height (in nodes).
#    type: noise_params
# mgv7_np_mount_height = 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0

#    Defines large-scale river channel structure.
#    type: noise_params
# mgv7_np_ridge_uwater = 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0

#    Defines areas of floatland smooth terrain.
#    Smooth floatlands occur when noise > 0.
#    type: noise_params
# mgv7_np_floatland_base = -0.6, 1.5, (600, 600, 600), 114, 5, 0.6, 2.0

#    Variation of hill height and lake depth on floatland smooth terrain.
#    type: noise_params
# mgv7_np_float_base_height = 48, 24, (300, 300, 300), 907, 4, 0.7, 2.0

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

#    3D noise defining structure of river canyon walls.
#    type: noise_params
# mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0

#    3D noise defining giant caverns.
#    type: noise_params
# mgv7_np_cavern = 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0

#    First of 2 3D noises that together define tunnels.
#    type: noise_params
# mgv7_np_cave1 = 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0

#    Second of 2 3D noises that together define tunnels.
#    type: noise_params
# mgv7_np_cave2 = 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0

#### Mapgen flat

#    Map generation attributes specific to Mapgen flat.
#    Occasional lakes and hills can be added to the flat world.
#    Flags that are not specified in the flag string are not modified from the default.
#    Flags starting with 'no' are used to explicitly disable them.
#    type: flags possible values: lakes, hills, nolakes, nohills
# mgflat_spflags = nolakes,nohills

#    Y of flat ground.
#    type: int
# mgflat_ground_level = 8

#    Y of upper limit of large pseudorandom caves.
#    type: int
# mgflat_large_cave_depth = -33

#    Controls width of tunnels, a smaller value creates wider tunnels.
#    type: float
# mgflat_cave_width = 0.09

#    Terrain noise threshold for lakes.
#    Controls proportion of world area covered by lakes.
#    Adjust towards 0.0 for a larger proportion.
#    type: float
# mgflat_lake_threshold = -0.45

#    Controls steepness/depth of lake depressions.
#    type: float
# mgflat_lake_steepness = 48.0

#    Terrain noise threshold for hills.
#    Controls proportion of world area covered by hills.
#    Adjust towards 0.0 for a larger proportion.
#    type: float
# mgflat_hill_threshold = 0.45

#    Controls steepness/height of hills.
#    type: float
# mgflat_hill_steepness = 64.0

#    Defines location and terrain of optional hills and lakes.
#    type: noise_params
# mgflat_np_terrain = 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0

#    Variation of biome filler depth.
#    type: noise_params
# mgflat_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0

#    First of 2 3D noises that together define tunnels.
#    type: noise_params
# mgflat_np_cave1 = 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0

#    Second of 2 3D noises that together define tunnels.
#    type: noise_params
# mgflat_np_cave2 = 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0

#### Mapgen fractal

#    Controls width of tunnels, a smaller value creates wider tunnels.
#    type: float
# mgfractal_cave_width = 0.09

#    Choice of 18 fractals from 9 formulas.
#    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.
#    type: int min: 1 max: 18
# mgfractal_fractal = 1

#    Iterations of the recursive function.
#    Controls the amount of fine detail.
#    type: int
# mgfractal_iterations = 11

#    Approximate (X,Y,Z) scale of fractal in nodes.
#    type: v3f
# mgfractal_scale = (4096.0, 1024.0, 4096.0)

#    (X,Y,Z) offset of fractal from world centre in units of 'scale'.
#    Used to move a suitable spawn area of low land close to (0, 0).
#    The default is suitable for mandelbrot sets, it needs to be edited for julia sets.
#    Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
#    type: v3f
# mgfractal_offset = (1.79, 0.0, 0.0)

#    W co-ordinate of the generated 3D slice of a 4D fractal.
#    Determines which 3D slice of the 4D shape is generated.
#    Has no effect on 3D fractals.
#    Range roughly -2 to 2.
#    type: float
# mgfractal_slice_w = 0.0

#    Julia set only: X component of hypercomplex constant determining julia shape.
#    Range roughly -2 to 2.
#    type: float
# mgfractal_julia_x = 0.33

#    Julia set only: Y component of hypercomplex constant determining julia shape.
#    Range roughly -2 to 2.
#    type: float
# mgfractal_julia_y = 0.33

#    Julia set only: Z component of hypercomplex constant determining julia shape.
#    Range roughly -2 to 2.
#    type: float
# mgfractal_julia_z = 0.33

#    Julia set only: W component of hypercomplex constant determining julia shape.
#    Has no effect on 3D fractals.
#    Range roughly -2 to 2.
#    type: float
# mgfractal_julia_w = 0.33

#    Y-level of seabed.
#    type: noise_params
# mgfractal_np_seabed = -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0

#    Variation of biome filler depth.
#    type: noise_params
# mgfractal_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0

#    First of 2 3D noises that together define tunnels.
#    type: noise_params
# mgfractal_np_cave1 = 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0

#    Second of 2 3D noises that together define tunnels.
#    type: noise_params
# mgfractal_np_cave2 = 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0

#### Mapgen Valleys

##### General

#    Map generation attributes specific to Mapgen Valleys.
#    'altitude_chill' makes higher elevations colder, which may cause biome issues.
#    'humid_rivers' modifies the humidity around rivers and in areas where water would tend to pool,
#    it may interfere with delicately adjusted biomes.
#    Flags that are not specified in the flag string are not modified from the default.
#    Flags starting with 'no' are used to explicitly disable them.
#    type: flags possible values: altitude_chill, noaltitude_chill, humid_rivers, nohumid_rivers
# mg_valleys_spflags = altitude_chill,humid_rivers

#    The altitude at which temperature drops by 20C
#    type: int
# mgvalleys_altitude_chill = 90

#    Depth below which you'll find large caves.
#    type: int
# mgvalleys_large_cave_depth = -33

#    Creates unpredictable lava features in caves.
#    These can make mining difficult. Zero disables them. (0-10)
#    type: int
# mgvalleys_lava_features = 0

#    Depth below which you'll find massive caves.
#    type: int
# mgvalleys_massive_cave_depth = -256

#    How deep to make rivers
#    type: int
# mgvalleys_river_depth = 4

#    How wide to make rivers
#    type: int
# mgvalleys_river_size = 5

#    Creates unpredictable water features in caves.
#    These can make mining difficult. Zero disables them. (0-10)
#    type: int
# mgvalleys_water_features = 0

#    Controls width of tunnels, a smaller value creates wider tunnels.
#    type: float
# mgvalleys_cave_width = 0.09

##### Noises

#    Caves and tunnels form at the intersection of the two noises
#    type: noise_params
# mgvalleys_np_cave1 = 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0

#    Caves and tunnels form at the intersection of the two noises
#    type: noise_params
# mgvalleys_np_cave2 = 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0

#    The depth of dirt or other filler
#    type: noise_params
# mgvalleys_np_filler_depth = 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0

#    Massive caves form here.
#    type: noise_params
# mgvalleys_np_massive_caves = 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0

#    River noise -- rivers occur close to zero
#    type: noise_params
# mgvalleys_np_rivers = 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0

#    Base terrain height
#    type: noise_params
# mgvalleys_np_terrain_height = -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0

#    Raises terrain to make valleys around the rivers
#    type: noise_params
# mgvalleys_np_valley_depth = 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0

#    Slope and fill work together to modify the heights
#    type: noise_params
# mgvalleys_np_inter_valley_fill = 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0

#    Amplifies the valleys
#    type: noise_params
# mgvalleys_np_valley_profile = 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0

#    Slope and fill work together to modify the heights
#    type: noise_params
# mgvalleys_np_inter_valley_slope = 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0

## Security

#    Prevent mods from doing insecure things like running shell commands.
#    type: bool
# secure.enable_security = true

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

#    Comma-separated list of mods that are allowed to access HTTP APIs, which
#    allow them to upload and download data to/from the internet.
#    type: string
# secure.http_mods =

## Advanced

### Profiling

#    Load the game profiler to collect game profiling data.
#    Provides a /profiler command to access the compiled profile.
#    Useful for mod developers and server operators.
#    type: bool
# profiler.load = false

#    The default format in which profiles are being saved,
#    when calling `/profiler save [format]` without format.
#    type: enum values: txt, csv, lua, json, json_pretty
# profiler.default_report_format = txt

#    The file path relative to your worldpath in which profiles will be saved to.
#    type: string
# profiler.report_path = ""

#### Instrumentation

#    Instrument the methods of entities on registration.
#    type: bool
# instrument.entity = true

#    Instrument the action function of Active Block Modifiers on registration.
#    type: bool
# instrument.abm = true

#    Instrument the action function of Loading Block Modifiers on registration.
#    type: bool
# instrument.lbm = true

#    Instrument chatcommands on registration.
#    type: bool
# instrument.chatcommand = true

#    Instrument global callback functions on registration.
#    (anything you pass to a minetest.register_*() function)
#    type: bool
# instrument.global_callback = true

##### Advanced

#    Instrument builtin.
#    This is usually only needed by core/builtin contributors
#    type: bool
# instrument.builtin = 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.
#    type: bool
# instrument.profiler = false

#
# Client and 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.
#    type: string
# name =

#    Set the language. Leave empty to use the system language.
#    A restart is required after changing this.
#    type: enum values: , be, ca, cs, da, de, en, eo, es, et, fr, he, hu, id, it, ja, jbo, ko, ky, lt, nb, nl, pl, pt, pt_BR, ro, ru, sr_Cyrl, tr, uk, zh_CN, zh_TW
# language =

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

#    IPv6 support.
#    type: bool
# enable_ipv6 = true

## Advanced

#    Default timeout for cURL, stated in milliseconds.
#    Only has an effect if compiled with cURL.
#    type: int
# curl_timeout = 5000

#    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.
#    type: int
# curl_parallel_limit = 8

#    Maximum time in ms a file download (e.g. a mod download) may take.
#    type: int
# curl_file_download_timeout = 300000

#    Makes DirectX work with LuaJIT. Disable if it causes troubles.
#    type: bool
# high_precision_fpu = true

#    Replaces the default main menu with a custom one.
#    type: string
# main_menu_script =

#    type: int
# main_menu_game_mgr = 0

#    type: int
# main_menu_mod_mgr = 1

#    type: string
# modstore_download_url = https://forum.minetest.net/media/

#    type: string
# modstore_listmods_url = https://forum.minetest.net/mmdb/mods/

#    type: string
# modstore_details_url = https://forum.minetest.net/mmdb/mod/*/

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


code:
#    This file contains information (some of which was previously stored in
#    minetest.conf.example) that cannot be automatically generated from
#    builtin/settingtypes.txt.
#    This file contains a list of settings and their default value for minetest.conf

#    By default, all the settings are commented and not functional.
#    Uncomment settings by removing the preceding #.

#    minetest.conf is read by default from:
#    ../minetest.conf
#    ../../minetest.conf
#    Any other path can be chosen by passing the path as a parameter
#    to the program, eg. "minetest.exe --config ../minetest.conf.example".

#    Further documentation:
#    http://wiki.minetest.net/

# Mapgen

# Noise parameters and formats

#    Noise parameters can be specified as a set of positional values, for example:
#
#    Offset, scale, (x, y, z spread factors), seed offset, octaves, persistence, lacunarity
# mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
#
#    Or the group format can be used instead, for example:
#
# mgv6_np_terrain_base = {
#    offset      = -4,
#    scale       = 20,
#    spread      = (250, 250, 250),
#    seed        = 82341,
#    octaves     = 5,
#    persistence = 0.6,
#    lacunarity  = 2.0,
#    flags       = "defaults"
# }
#
#    The advanced settings menu does not yet support the group format.
#    Only the group format supports noise flags which are needed for eased noise.
#    Mgv5 uses eased noise for np_ground so this is shown in group format below
#    and is not present in the advanced settings menu.

# Mapgen v5

#    Noise parameter in group format, unsupported by advanced settings menu but
#    settable in minetest.conf.
#    See documentation of noise parameter formats above.
#
#    3D noise defining terrain.
#    type: noise_params
# mgv5_np_ground = {
#    offset      = 0,
#    scale       = 40,
#    spread      = (80, 80, 80),
#    seed        = 983240,
#    octaves     = 4,
#    persistence = 0.55,
#    lacunarity  = 2.0,
#    flags       = "eased"
# }

repo_name: pgimeno/minetest

license: unknown


code:
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	<key>CFBundleDevelopmentRegion</key>
	<string>English</string>
	<key>CFBundleExecutable</key>
	<string>minetest</string>
	<key>CFBundleIconFile</key>
	<string>minetest-icon.icns</string>
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code:
Section: games
Priority: extra
Standards-Version: 3.6.2
Package: minetest-staging
Version: 0.4.15-DATEPLACEHOLDER
Depends: libc6, libcurl3-gnutls, libfreetype6, libirrlicht1.8, LEVELDB_PLACEHOLDER, liblua5.1-0, libluajit-5.1-2, libopenal1, libstdc++6, libvorbisfile3, libx11-6, zlib1g
Maintainer: Loic Blot <loic.blot@unix-experience.fr>
Homepage: http://minetest.net/
Vcs-Git: https://github.com/minetest/minetest.git
Vcs-Browser: https://github.com/minetest/minetest.git
Architecture: amd64
Build-Depends:
 cmake,
 gettext,
 libbz2-dev,
 libcurl4-gnutls-dev,
 libfreetype6-dev,
 libglu1-mesa-dev,
 libirrlicht-dev (>= 1.7.0),
 libjpeg-dev,
 libjsoncpp-dev,
 libleveldb-dev,
 libluajit-5.1-dev | liblua5.1-dev,
 libogg-dev,
 libopenal-dev,
 libpng-dev,
 libsqlite3-dev,
 libvorbis-dev,
 libx11-dev,
 zlib1g-dev
Description: Multiplayer infinite-world block sandbox (server)
 Minetest is a minecraft-inspired game written from scratch and licensed
 under the LGPL (version 2.1 or later). It supports both survival and creative
 modes along with multiplayer support, dynamic lighting, and an "infinite" map
 generator.
Conflicts: minetestc55, minetest, minetest-server, minetest-data

path: misc/debpkg-control


code:
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           transform="translate(-3.4641015,2)"
           sodipodi:nodetypes="ccccccc" />
      </g>
    </g>
    <g
       id="g5686"
       transform="translate(-4.2591582e-7,2)"
       style="stroke-linejoin:miter">
      <path
         transform="translate(24.248712,-2)"
         style="opacity:0.25000000000000000;fill:#2e3436;fill-opacity:1;stroke:none;filter:url(#filter3864);stroke-linejoin:miter"
         d="m 13.856406,20 5.196153,3 -5.196153,3 -5.196152,-3 5.196152,-3 z"
         id="path3868"
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         style="fill:#4e9a06;fill-opacity:1;stroke:#316004;stroke-width:1;stroke-linecap:round;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:1;stroke-dasharray:none;stroke-dashoffset:0"
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         id="path3853"
         sodipodi:nodetypes="ccccccc"
         transform="translate(20.78461,0)" />
    </g>
    <path
       style="fill:none;fill-opacity:1;stroke:#ef2929;stroke-width:0.50000000000000000;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:1;stroke-dasharray:0.50000000000000000, 0.50000000000000000;stroke-dashoffset:0.25000000000000000"
       d="M 12.124356,33 11.25833,32.5"
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       sodipodi:nodetypes="cc" />
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       style="fill:#888a85;stroke:#2e3436;stroke-width:1;stroke-linecap:round;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:1;stroke-dasharray:none;stroke-dashoffset:0.50000000000000000"
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       id="path3874"
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</svg>


code:
<?xml version="1.0" encoding="UTF-8"?>
<component type="desktop-application">
	<id>net.minetest.minetest.desktop</id>
	<metadata_license>CC0-1.0</metadata_license>
	<project_license>LGPL-2.1+ and CC-BY-SA-3.0 and MIT and Apache-2.0</project_license>
	<name>Minetest</name>
	Multiplayer infinite-world block sandbox game
	<description>

			Minetest is an infinite-world block sandbox game and game engine.

			Players can create and destroy various types of blocks in a
			three-dimensional open world. This allows forming structures in
			every possible creation, on multiplayer servers or in singleplayer.

			Minetest is designed to be simple, stable, and portable.
			It is lightweight enough to run on fairly old hardware.

			Minetest has many features, including:

Ability to walk around, dig, and build in a near-infinite voxel world

Crafting of items from raw materials

Fast and able to run on old and slow hardware

A simple modding API that supports many additions and modifications to the game

Multiplayer support via servers hosted by users

Beautiful lightning-fast map generator

	</description>
	<screenshots>
		<screenshot type="default">
			<image width="1920" height="1080">http://www.minetest.net/media/gallery/1.jpg</image>
		</screenshot>
		<screenshot>
			<image width="1920" height="1080">http://www.minetest.net/media/gallery/3.jpg</image>
		</screenshot>
		<screenshot>
			<image width="1920" height="1080">http://www.minetest.net/media/gallery/5.jpg</image>
		</screenshot>
	</screenshots>
	<keywords>
		<keyword>sandbox</keyword>
		<keyword>world</keyword>
		<keyword>mining</keyword>
		<keyword>multiplayer</keyword>
	</keywords>
	<url type="homepage">http://minetest.net</url>
	<url type="bugtracker">http://www.minetest.net/development/#reporting-issues</url>
	<url type="translate">http://dev.minetest.net/Translation</url>
	<url type="donation">http://www.minetest.net/development/#donate</url>
	<url type="faq">http://wiki.minetest.net/FAQ</url>
	<url type="help">http://wiki.minetest.net</url>
	<provides>
		<binary>minetest</binary>
	</provides>
	<translation type="gettext">minetest</translation>
	<update_contact>sfan5@live.de</update_contact>
</component>


code:
[Desktop Entry]
Name=Minetest
GenericName=Minetest
Comment=Multiplayer infinite-world block sandbox
Comment[de]=Mehrspieler-Sandkastenspiel mit unendlichen Blockwelten
Comment[es]=Juego sandbox multijugador con mundos infinitos
Comment[fr]=Jeu multijoueurs de type bac à sable avec des mondes infinis
Comment[ja]=マルチプレイに対応した、無限の世界のブロック型サンドボックスゲームです
Comment[ru]=Игра-песочница с безграничным миром, состоящим из блоков
Comment[tr]=Tek-Çok oyuncuyla küplerden sonsuz dünyalar inşa et
Exec=minetest
Icon=minetest
Terminal=false
Type=Application
Categories=Game;Simulation;
StartupNotify=false
Keywords=sandbox;world;mining;crafting;blocks;nodes;multiplayer;roleplaying;


code:
#include <windows.h>
#include <commctrl.h>
#include <richedit.h>
#define USE_CMAKE_CONFIG_H
#include "config.h"
#undef USE_CMAKE_CONFIG_H

#if RUN_IN_PLACE
	#define BUILDMODE "RUN_IN_PLACE=1"
#else
	#define BUILDMODE "RUN_IN_PLACE=0"
#endif

LANGUAGE 0, SUBLANG_NEUTRAL
130        ICON         "minetest-icon.ico"

/////////////////////////////////////////////////////////////////////////////
//
// Version
//

1 VERSIONINFO
 FILEVERSION VERSION_MAJOR,VERSION_MINOR,VERSION_PATCH,0
 PRODUCTVERSION VERSION_MAJOR,VERSION_MINOR,VERSION_PATCH,0
 FILEFLAGSMASK 0x3fL
#ifndef NDEBUG
 FILEFLAGS 0x1L
#else
 FILEFLAGS 0x0L
#endif
 FILEOS VOS_NT_WINDOWS32
 FILETYPE VFT_APP
 FILESUBTYPE 0x0L
BEGIN
    BLOCK "StringFileInfo"
    BEGIN
        BLOCK "040904b0"
    BEGIN
        VALUE "Comments", ""
        VALUE "CompanyName", PROJECT_NAME_C " community"
        VALUE "FileDescription", PROJECT_NAME_C " engine"
        VALUE "FileVersion", VERSION_STRING
        VALUE "InternalName", PROJECT_NAME
        VALUE "LegalCopyright", "(c) 2011-2015 celeron55"
        VALUE "LegalTrademarks", """Minetest"" is the property of the Minetest community, don't use it without permission!"
        VALUE "OriginalFilename", "minetest.exe"
        VALUE "PrivateBuild", VERSION_EXTRA
        VALUE "ProductName", PROJECT_NAME_C
        VALUE "ProductVersion", PRODUCT_VERSION_STRING
        VALUE "SpecialBuild", BUILDMODE
    END
END
BLOCK "VarFileInfo"
BEGIN
    VALUE "Translation", 0x409, 1200
END
END


code:
You can install Minetest mods by copying (and extracting) them into this folder.
To enable them, go to the configure world window in the main menu or write
  load_mod_<modname> = true
in world.mt in the world directory.