# configuration file for minetestserver # Admin name #name = # Server stuff # Network port to listen (UDP) port = __PORT__ # Bind address #bind_address = 123.123.123.123 # Name of server server_name = My Minetest server # Description of server server_description = Minetest server powered by Debian and YuNoHost # Domain name of server #server_address = __DOMAIN__ # Homepage of server #server_url = http://example.com # Automaticaly report to masterserver # set to true for public servers server_announce = __ANNOUNCE__ # Announce to this masterserver. if you want to announce your ipv6 address # use serverlist_url = v6.servers.minetest.net # 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 serverlist_url = servers.minetest.net # Default game (default when creating a new world) default_game = minetest # World directory (everything in the world is stored here) #map-dir = /var/games/minetest-server/.minetest/worlds/world # Message of the Day motd = Welcome to Minetest. Enjoy your stay! # Maximum number of players connected simultaneously max_users = 15 # Whether to enable players killing each other enable_pvp = __PVP__ # Set to true to enable creative mode (unlimited inventory) creative_mode = __CREATIVE__ # Enable players getting damage and dying enable_damage = __DAMAGE__ # Available privileges: interact, shout, teleport, settime, privs, ... # See /privs in game for a full list on your server and mod configuration. default_privs = interact, shout # Set to true to disallow old clients from connecting #strict_protocol_version_checking = false # Time in seconds for item entity to live. Default value: 900s # Setting it to -1 disables the feature #item_entity_ttl = 900 # 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 = # Whether players are shown to clients without any range limit #unlimited_player_transfer_distance = true # If this is set, players will always (re)spawn at the given position #static_spawnpoint = 0, 10, 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 = false # 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) #deprecated_lua_api_handling = legacy # 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 = 10 # how many blocks are flying in the wire simultaneously per server #max_simultaneous_block_sends_server_total = 40 # 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 # Maximum number of forceloaded blocks #max_forceloaded_blocks = 16 # 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 = 72 # 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 # 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 = 2 # 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. # Set to blank for an appropriate amount to be chosen automatically. #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. #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. #num_emerge_threads = 1 # 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 #max_packets_per_iteration = 1024