2017-06-09 14:03:32 +02:00
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# configuration file for minetestserver
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# Admin name
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#name =
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# Server stuff
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# Network port to listen (UDP)
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port = __PORT__
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# Bind address
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#bind_address = 123.123.123.123
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# Name of server
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2019-04-21 15:32:30 +02:00
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server_name = __SERVERNAME__
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2017-06-09 14:03:32 +02:00
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# Description of server
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2019-04-21 15:32:30 +02:00
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server_description = Set a description in minetest.conf
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2017-06-09 14:03:32 +02:00
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# Domain name of server
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2019-04-21 15:32:30 +02:00
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server_address = __DOMAIN__
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2017-06-09 14:03:32 +02:00
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# Homepage of server
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#server_url = http://example.com
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# Automaticaly report to masterserver
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# set to true for public servers
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server_announce = __ANNOUNCE__
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# Announce to this masterserver. if you want to announce your ipv6 address
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# use serverlist_url = v6.servers.minetest.net
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# Enable/disable running an IPv6 server. An IPv6 server may be
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# restricted to IPv6 clients, depending on system configuration.
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# Ignored if bind_address is set.
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# type: bool
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2019-04-21 15:32:30 +02:00
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ipv6_server = true
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2017-06-09 14:03:32 +02:00
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serverlist_url = servers.minetest.net
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# Default game (default when creating a new world)
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default_game = minetest
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# World directory (everything in the world is stored here)
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2019-04-21 15:32:30 +02:00
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map-dir = /home/yunohost.app/minetest/.minetest/worlds/world
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2017-06-09 14:03:32 +02:00
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# Message of the Day
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motd = Welcome to Minetest. Enjoy your stay!
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# Maximum number of players connected simultaneously
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max_users = 15
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# Whether to enable players killing each other
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enable_pvp = __PVP__
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# Set to true to enable creative mode (unlimited inventory)
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creative_mode = __CREATIVE__
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# Enable players getting damage and dying
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enable_damage = __DAMAGE__
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# Available privileges: interact, shout, teleport, settime, privs, ...
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# See /privs in game for a full list on your server and mod configuration.
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default_privs = interact, shout
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# Set to true to disallow old clients from connecting
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#strict_protocol_version_checking = false
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# Time in seconds for item entity to live. Default value: 900s
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# Setting it to -1 disables the feature
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#item_entity_ttl = 900
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# Despawn all non-peaceful mobs
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#only_peaceful_mobs = false
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# A chosen map seed for a new map, leave empty for random
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#fixed_map_seed =
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# Gives some stuff to players at the beginning
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#give_initial_stuff = false
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# New users need to input this password
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#default_password =
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# Whether players are shown to clients without any range limit
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#unlimited_player_transfer_distance = true
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# If this is set, players will always (re)spawn at the given position
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#static_spawnpoint = 0, 10, 0
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# If true, new players cannot join with an empty password
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#disallow_empty_password = false
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# If true, disable cheat prevention in multiplayer
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#disable_anticheat = false
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# If true, actions are recorded for rollback
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#enable_rollback_recording = false
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# handling for deprecated lua api calls
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# "legacy" = (try to) mimic old behaviour (default for release)
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# "log" = mimic and log backtrace of deprecated call (default for debug)
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# "error" = abort on usage of deprecated call (suggested for mod developers)
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#deprecated_lua_api_handling = legacy
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# Profiler data print interval. #0 = disable.
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#profiler_print_interval = 0
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#enable_mapgen_debug_info = false
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# from how far client knows about objects
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#active_object_send_range_blocks = 3
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# how large area of blocks are subject to the active block stuff (active = objects are loaded and ABMs run)
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#active_block_range = 2
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# how many blocks are flying in the wire simultaneously per client
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#max_simultaneous_block_sends_per_client = 10
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# how many blocks are flying in the wire simultaneously per server
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#max_simultaneous_block_sends_server_total = 40
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# From how far blocks are sent to clients (value * 16 nodes)
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#max_block_send_distance = 10
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# From how far blocks are generated for clients (value * 16 nodes)
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#max_block_generate_distance = 6
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# Number of extra blocks that can be loaded by /clearobjects at once
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# This is a trade-off between sqlite transaction overhead and
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# memory consumption (4096=100MB, as a rule of thumb)
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#max_clearobjects_extra_loaded_blocks = 4096
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# Maximum number of forceloaded blocks
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#max_forceloaded_blocks = 16
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# Interval of sending time of day to clients
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#time_send_interval = 5
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# Length of day/night cycle. 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged
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#time_speed = 72
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# Length of year in days for seasons change. With default time_speed 365 days = 5 real days for year. 30 days = 10 real hours
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#year_days = 30
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#server_unload_unused_data_timeout = 29
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# Maximum number of statically stored objects in a block
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#max_objects_per_block = 49
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# Interval of saving important changes in the world
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#server_map_save_interval = 5.3
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# http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
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#sqlite_synchronous = 2
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# To reduce lag, block transfers are slowed down when a player is building something.
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# This determines how long they are slowed down after placing or removing a node.
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#full_block_send_enable_min_time_from_building = 2.0
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# Length of a server tick and the interval at which objects are generally updated over network
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#dedicated_server_step = 0.1
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# Can be set to true to disable shutting down on invalid world data
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#ignore_world_load_errors = false
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# Specifies URL from which client fetches media instead of using UDP
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# $filename should be accessible from $remote_media$filename via cURL
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# (obviously, remote_media should end with a slash)
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# Files that are not present would be fetched the usual way
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#remote_media =
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# Level of logging to be written to debug.txt.
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# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose
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#debug_log_level = 2
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# Maximum number of blocks that can be queued for loading.
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#emergequeue_limit_total = 256
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# Maximum number of blocks to be queued that are to be loaded from file.
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# Set to blank for an appropriate amount to be chosen automatically.
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#emergequeue_limit_diskonly = 32
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# Maximum number of blocks to be queued that are to be generated.
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# Set to blank for an appropriate amount to be chosen automatically.
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#emergequeue_limit_generate = 32
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# Number of emerge threads to use. Make this field blank, or increase this number, to use multiple threads.
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# On multiprocessor systems, this will improve mapgen speed greatly, at the cost of slightly buggy caves.
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#num_emerge_threads = 1
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# maximum number of packets sent per send step, if you have a slow connection
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# try reducing it, but don't reduce it to a number below double of targeted
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# client number
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#max_packets_per_iteration = 1024
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