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minetest.conf

zde je k nahlédnutí konfigurační soubor minetestu na IBM

minetest.conf
# This file 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"
#
# By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #.
#
# Further documentation:
# http://wiki.minetest.net/
#
# NOTE: This file might not be up-to-date, refer to the
#       defaultsettings.cpp file for an up-to-date list:
# https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp
#
# A vim command to convert most of defaultsettings.cpp to conf file format:
# :'<,'>s/\tsettings->setDefault("\([^"]*\)", "\([^"]*\)");.*/#\1 = \2/g
# Note: Some of the settings are implemented in Lua
 
#
# Client and server
#
 
# Network port (UDP)
port = 31000
# Name of player; on a server this is the main admin
name = Ritchie
 
 
#
# Server stuff
#
 
# Name of server
server_name = czech-private :: The Kingdom of Bohemia
# Description of server
server_description = czech private server
# Domain name of server
#server_address = game.minetest.net
# Homepage of server
server_url = http://minetest.wjake.com
# Automaticaly report to masterserver
server_announce = 0
# Announce to this masterserver. if you want to announce your ipv6 address - use  serverlist_url = v6.servers.minetest.net
#serverlist_url = servers.minetest.net
# Default game (default when creating a new world)
default_game = classic_technic
# World directory (everything in the world is stored here)
map-dir = /opt/minetest/world/classic_technic_game/
# Message of the Day
motd = Vitejte na Ritchieho serveru.
# Maximum number of players connected simultaneously
max_users = 10
# Set to true to disallow old clients from connecting
#strict_protocol_version_checking = false
# Set to true to enable creative mode (unlimited inventory)
creative_mode = false
# Enable players getting damage and dying
enable_damage = true
# Despawn all non-peaceful mobs
#only_peaceful_mobs = false
# A chosen map seed for a new map, leave empty for random
#fixed_map_seed =
# Gives some stuff to players at the beginning
give_initial_stuff = false
# New users need to input this password
#default_password = 
# Available privileges: interact, shout, teleport, settime, privs, ...
# See /privs in game for a full list on your server and mod configuration.
default_privs = fast, shout
# Whether players are shown to clients without any range limit
unlimited_player_transfer_distance = false
# Whether to enable players killing each other
enable_pvp = true
# If this is set, players will always (re)spawn at the given position
static_spawnpoint = 0, 15, 0
# If true, new players cannot join with an empty password
#disallow_empty_password = false
# If true, disable cheat prevention in multiplayer
#disable_anticheat = false
# If true, actions are recorded for rollback
enable_rollback_recording = true
 
# Profiler data print interval. #0 = disable.
#profiler_print_interval = 0
#enable_mapgen_debug_info = false
# from how far client knows about objects
#active_object_send_range_blocks = 3
# how large area of blocks are subject to the active block stuff (active = objects are loaded and ABMs run)
#active_block_range = 2
# how many blocks are flying in the wire simultaneously per client
#max_simultaneous_block_sends_per_client = 2
# how many blocks are flying in the wire simultaneously per server
#max_simultaneous_block_sends_server_total = 8
# From how far blocks are sent to clients (value * 16 nodes)
#max_block_send_distance = 10
# From how far blocks are generated for clients (value * 16 nodes)
#max_block_generate_distance = 6
# Number of extra blocks that can be loaded by /clearobjects at once
# This is a trade-off between sqlite transaction overhead and
# memory consumption (4096=100MB, as a rule of thumb)
#max_clearobjects_extra_loaded_blocks = 4096
# Interval of sending time of day to clients
time_send_interval = 5
# Length of day/night cycle. 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged
time_speed = 24
# Length of year in days for seasons change. With default time_speed 365 days = 5 real days for year. 30 days = 10 real hours
year_days = 30
#server_unload_unused_data_timeout = 29
# Maximum number of statically stored objects in a block
#max_objects_per_block = 49
# Interval of saving important changes in the world
server_map_save_interval = 5.3
# http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
#sqlite_synchronous = 2
# To reduce lag, block transfers are slowed down when a player is building something.
# This determines how long they are slowed down after placing or removing a node.
full_block_send_enable_min_time_from_building = 2.0
# Length of a server tick and the interval at which objects are generally updated over network
dedicated_server_step = 0.1
# Can be set to true to disable shutting down on invalid world data
#ignore_world_load_errors = false
# Congestion control parameters
# time in seconds, rate in ~500B packets
#congestion_control_aim_rtt = 0.2
#congestion_control_max_rate = 400
#congestion_control_min_rate = 10
# 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 would be fetched the usual way
#remote_media =
# Level of logging to be written to debug.txt.
# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose
debug_log_level = 1
# Maximum number of blocks that can be queued for loading.
#emergequeue_limit_total = 256
# Maximum number of blocks to be queued that are to be loaded from file.
# Leave blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_diskonly =
# Maximum number of blocks to be queued that are to be generated.
# Leave blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_generate = 
# 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.
#num_emerge_threads = 1
 
#
# Physics stuff
#
 
movement_acceleration_default = 3
movement_acceleration_air = 2
movement_acceleration_fast = 10
movement_speed_walk = 4
movement_speed_crouch = 1.35
movement_speed_fast = 7
movement_speed_climb = 2
movement_speed_jump = 6.5
movement_speed_descend = 6
movement_liquid_fluidity = 1
movement_liquid_fluidity_smooth = 0.5
movement_liquid_sink = 10
movement_gravity = 9.81
 
#
# Mapgen stuff
#
 
# Name of map generator to be used.  Currently supported: v6, indev, singlenode, math
mg_name = indev
# Water level of map.
water_level = 1
# Size of chunks to be generated.
chunksize = 5
# Map generation attributes.  Currently supported: trees, caves, flat, v6_biome_blend, v6_jungles, dungeons, nolight
mg_flags = trees, caves, v6_biome_blend, dungeons
# How large deserts and beaches are
#mgv6_freq_desert = 0.45
#mgv6_freq_beach = 0.15
# Perlin noise attributes for different map generation parameters
# Offset, scale, spread factor, seed offset, number of octaves, persistence
#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6
#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6
#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7
#mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69
#mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55
#mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50
#mgv6_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50
#mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50
#mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 4, 0.66
#mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66
#mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45
 
#mgv7_np_terrain = 10, 12, (350, 350, 350), 82341, 5, 0.6
#mgv7_np_bgroup = 0.5, 0.3125, (350, 350, 350), 5923, 2, 0.6
#mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0
#mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6
 
# Offset, scale, spread factor, seed offset, number of octaves, persistence, farscale, farspread
#mgindev_np_terrain_base   = -4,   20,  (250, 250, 250), 82341, 5, 0.6,  10,  10
#mgindev_np_terrain_higher = 20,   16,  (500, 500, 500), 85039, 5, 0.6,  10,  10
#mgindev_np_steepness      = 0.85, 0.5, (125, 125, 125), -932,  5, 0.7,  2,   10
#mgindev_np_mud            = 4,    2,   (200, 200, 200), 91013, 3, 0.55, 1,   1
#mgindev_np_float_islands1 = 0,    1,   (64,  64,  64 ), 3683,  5, 0.5,  1,   1.5
#mgindev_np_float_islands2 = 0,    1,   (8,   8,   8  ), 9292,  2, 0.5,  1,   1.5
#mgindev_np_float_islands3 = 0,    1,   (256, 256, 256), 6412,  2, 0.5,  1,   0.5
#mgindev_np_biome          = 0,    1,   (250, 250, 250), 9130,  3, 0.50, 1,   10
 
# Float islands starts from height, 0 to disable
#mgindev_float_islands = 500
 
# Math mapgen generator: sphere, mandelbox, mengersponge      dont forget to lower water_level = -30000
#mgmath_generator = mandelbox
 
# Enable/disable IPv6
enable_ipv6 = false
# Enable/disable running an IPv6 server.  An IPv6 server may be restricted
# to IPv6 clients, depending on system configuration.
ipv6_server = false
 
#main_menu_game_mgr = 0
#main_menu_mod_mgr = 1
#modstore_download_url = https://forum.minetest.net/media/
#modstore_listmods_url = https://forum.minetest.net/mmdb/mods/
#modstore_details_url  = https://forum.minetest.net/mmdb/mod/*/
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