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  1. # Network port to listen (UDP)
  2. #port = 30000
  3. # Bind address
  4. #bind_address =
  5. # Name of server
  6. #server_name = Minetest server
  7. # Description of server
  8. #server_description = mine here
  9. # Domain name of server
  10. #server_address = game.minetest.net
  11. # Homepage of server
  12. #server_url = http://minetest.net
  13. # Automaticaly report to masterserver
  14. #server_announce = 0
  15. # Announce to this masterserver.
  16. # If you want to announce your ipv6 address - use serverlist_url = v6.servers.minetest.net.
  17. #serverlist_url = servers.minetest.net
  18. # Default game (default when creating a new world)
  19. #default_game = minetest
  20. # World directory (everything in the world is stored here)
  21. #map-dir = /custom/world
  22. # Message of the Day
  23. #motd = Welcome to this awesome Minetest server!
  24. # Maximum number of players connected simultaneously
  25. #max_users = 15
  26. # Set to true to disallow old clients from connecting
  27. #strict_protocol_version_checking = false
  28. # Time in seconds for item entity to live. Default value: 900s.
  29. # Setting it to -1 disables the feature.
  30. #item_entity_ttl = 900
  31. # Set to true to enable creative mode (unlimited inventory)
  32. #creative_mode = false
  33. # Enable players getting damage and dying
  34. #enable_damage = false
  35. # A chosen map seed for a new map, leave empty for random
  36. #fixed_map_seed =
  37. # Gives some stuff to players at the beginning
  38. #give_initial_stuff = false
  39. # New users need to input this password
  40. #default_password =
  41. # Available privileges: interact, shout, teleport, settime, privs, ...
  42. # See /privs in game for a full list on your server and mod configuration.
  43. #default_privs = interact, shout
  44. # Whether players are shown to clients without any range limit.
  45. # Deprecated, use the setting player_transfer_distance instead.
  46. #unlimited_player_transfer_distance = true
  47. # Defines the maximal player transfer distance in blocks (0 = unlimited)
  48. #player_transfer_distance = 0
  49. # Whether to enable players killing each other
  50. #enable_pvp = true
  51. # If this is set, players will always (re)spawn at the given position
  52. #static_spawnpoint = 0, 10, 0
  53. # If true, new players cannot join with an empty password
  54. #disallow_empty_password = false
  55. # If true, disable cheat prevention in multiplayer
  56. #disable_anticheat = false
  57. # If true, actions are recorded for rollback
  58. # This option is only read when server starts
  59. #enable_rollback_recording = false
  60. # Handling for deprecated lua api calls:
  61. # "legacy" = (try to) mimic old behaviour (default for release).
  62. # "log" = mimic and log backtrace of deprecated call (default for debug).
  63. # "error" = abort on usage of deprecated call (suggested for mod developers).
  64. #deprecated_lua_api_handling = legacy
  65. # Mod profiler
  66. #mod_profiling = false
  67. # Detailed mod profile data
  68. #detailed_profiling = false
  69. # Profiler data print interval. #0 = disable.
  70. #profiler_print_interval = 0
  71. #enable_mapgen_debug_info = false
  72. # From how far client knows about objects
  73. #active_object_send_range_blocks = 3
  74. # How large area of blocks are subject to the active block stuff.
  75. # Active = objects are loaded and ABMs run.
  76. #active_block_range = 2
  77. # How many blocks are flying in the wire simultaneously per client
  78. #max_simultaneous_block_sends_per_client = 10
  79. # How many blocks are flying in the wire simultaneously per server
  80. #max_simultaneous_block_sends_server_total = 40
  81. # From how far blocks are sent to clients, stated in mapblocks (16 nodes)
  82. #max_block_send_distance = 10
  83. # From how far blocks are generated for clients, stated in mapblocks (16 nodes)
  84. #max_block_generate_distance = 6
  85. # Number of extra blocks that can be loaded by /clearobjects at once.
  86. # This is a trade-off between sqlite transaction overhead and
  87. # memory consumption (4096=100MB, as a rule of thumb).
  88. #max_clearobjects_extra_loaded_blocks = 4096
  89. # Maximum number of forceloaded blocks
  90. #max_forceloaded_blocks = 16
  91. # Interval of sending time of day to clients
  92. #time_send_interval = 5
  93. # Controls length of day/night cycle.
  94. # 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged.
  95. #time_speed = 72
  96. #server_unload_unused_data_timeout = 29
  97. # Maximum number of statically stored objects in a block
  98. #max_objects_per_block = 49
  99. # Interval of saving important changes in the world, stated in seconds
  100. #server_map_save_interval = 5.3
  101. # http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
  102. #sqlite_synchronous = 2
  103. # To reduce lag, block transfers are slowed down when a player is building something.
  104. # This determines how long they are slowed down after placing or removing a node.
  105. #full_block_send_enable_min_time_from_building = 2.0
  106. # Length of a server tick and the interval at which objects are generally updated over network
  107. #dedicated_server_step = 0.1
  108. # Can be set to true to disable shutting down on invalid world data
  109. #ignore_world_load_errors = false
  110. # Specifies URL from which client fetches media instead of using UDP.
  111. # $filename should be accessible from $remote_media$filename via cURL
  112. # (obviously, remote_media should end with a slash).
  113. # Files that are not present would be fetched the usual way.
  114. #remote_media =
  115. # Level of logging to be written to debug.txt:
  116. # 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose.
  117. #debug_log_level = 2
  118. # Maximum number of blocks that can be queued for loading
  119. #emergequeue_limit_total = 256
  120. # Maximum number of blocks to be queued that are to be loaded from file.
  121. # Set to blank for an appropriate amount to be chosen automatically.
  122. #emergequeue_limit_diskonly = 32
  123. # Maximum number of blocks to be queued that are to be generated.
  124. # Set to blank for an appropriate amount to be chosen automatically.
  125. #emergequeue_limit_generate = 32
  126. # Number of emerge threads to use. Make this field blank, or increase this number
  127. # to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly
  128. # at the cost of slightly buggy caves.
  129. #num_emerge_threads = 1
  130. # Maximum number of packets sent per send step, if you have a slow connection
  131. # try reducing it, but don't reduce it to a number below double of targeted
  132. # client number.
  133. #max_packets_per_iteration = 1024
  134.  
  135. # Enable/disable IPv6
  136. #enable_ipv6 = true
  137. # Enable/disable running an IPv6 server. An IPv6 server may be restricted
  138. # to IPv6 clients, depending on system configuration.
  139. # Ignored if bind_address is set.
  140. #ipv6_server = false
  141. #main_menu_script =
  142. #main_menu_game_mgr = 0
  143. #main_menu_mod_mgr = 1
  144. #modstore_download_url = https://forum.minetest.net/media/
  145. #modstore_listmods_url = https://forum.minetest.net/mmdb/mods/
  146. #modstore_details_url = https://forum.minetest.net/mmdb/mod/*/
  147. # Makes DirectX work with LuaJIT. Disable if it causes troubles.
  148. #high_precision_fpu = true
  149. # Override language. When no value is provided (default) system language is used.
  150. # Check "locale" directory for the list of available translations.
  151. #language =
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