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50 changed files with 26684 additions and 18235 deletions
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@ -489,7 +489,8 @@
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### Basic
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# Enable VBO
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# Enable vertex buffer objects.
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# This should greatly improve graphics performance.
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# type: bool
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# enable_vbo = true
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@ -594,7 +595,10 @@
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#### Tone Mapping
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# Enables filmic tone mapping
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# Enables Hable's 'Uncharted 2' filmic tone mapping.
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# Simulates the tone curve of photographic film and how this approximates the
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# appearance of high dynamic range images. Mid-range contrast is slightly
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# enhanced, highlights and shadows are gradually compressed.
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# type: bool
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# tone_mapping = false
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@ -650,26 +654,36 @@
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#### Waving Nodes
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# Set to true enables waving water.
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# Set to true to enable waving liquids (like water).
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# Requires shaders to be enabled.
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# type: bool
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# enable_waving_water = false
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# type: float
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# The maximum height of the surface of waving liquids.
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# 4.0 = Wave height is two nodes.
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# 0.0 = Wave doesn't move at all.
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# Default is 1.0 (1/2 node).
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# Requires waving liquids to be enabled.
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# type: float min: 0 max: 4
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# water_wave_height = 1.0
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# type: float
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# Length of liquid waves.
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# Requires waving liquids to be enabled.
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# type: float min: 0.1
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# water_wave_length = 20.0
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# How fast liquid waves will move. Higher = faster.
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# If negative, liquid waves will move backwards.
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# Requires waving liquids to be enabled.
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# type: float
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# water_wave_speed = 5.0
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# Set to true enables waving leaves.
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# Set to true to enable waving leaves.
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# Requires shaders to be enabled.
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# type: bool
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# enable_waving_leaves = false
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# Set to true enables waving plants.
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# Set to true to enable waving plants.
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# Requires shaders to be enabled.
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# type: bool
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# enable_waving_plants = false
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@ -734,30 +748,39 @@
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# type: int min: 45 max: 160
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# fov = 72
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# Adjust the gamma encoding for the light tables. Higher numbers are brighter.
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# This setting is for the client only and is ignored by the server.
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# type: float min: 0.5 max: 10
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# Alters the light curve by applying 'gamma correction' to it.
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# Higher values make middle and lower light levels brighter.
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# Value '1.0' leaves the light curve unaltered.
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# This only has significant effect on daylight and artificial
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# light, it has very little effect on natural night light.
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# type: float min: 0.33 max: 3
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# display_gamma = 1.0
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# Gradient of light curve at minimum light level.
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# type: float min: 0 max: 4
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# Controls the contrast of the lowest light levels.
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# type: float min: 0 max: 3
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# lighting_alpha = 0.0
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# Gradient of light curve at maximum light level.
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# type: float min: 0 max: 4
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# Controls the contrast of the highest light levels.
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# type: float min: 0 max: 3
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# lighting_beta = 1.5
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# Strength of light curve mid-boost.
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# type: float min: 0 max: 1
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# Strength of light curve boost.
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# The 3 'boost' parameters define a range of the light
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# curve that is boosted in brightness.
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# type: float min: 0 max: 0.4
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# lighting_boost = 0.2
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# Center of light curve mid-boost.
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# Center of light curve boost range.
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# Where 0.0 is minimum light level, 1.0 is maximum light level.
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# type: float min: 0 max: 1
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# lighting_boost_center = 0.5
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# Spread of light curve mid-boost.
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# Standard deviation of the mid-boost gaussian.
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# type: float min: 0 max: 1
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# Spread of light curve boost range.
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# Controls the width of the range to be boosted.
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# Standard deviation of the light curve boost Gaussian.
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# type: float min: 0 max: 0.4
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# lighting_boost_spread = 0.2
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# Path to texture directory. All textures are first searched from here.
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@ -886,7 +909,7 @@
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# True = 256
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# False = 128
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# Useable to make minimap smoother on slower machines.
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# Usable to make minimap smoother on slower machines.
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# type: bool
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# minimap_double_scan_height = true
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@ -971,43 +994,83 @@
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# tooltip_append_itemname = false
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# Whether FreeType fonts are used, requires FreeType support to be compiled in.
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# If disabled, bitmap and XML vectors fonts are used instead.
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# type: bool
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# freetype = true
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# Path to TrueTypeFont or bitmap.
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# type: filepath
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# font_path = fonts/liberationsans.ttf
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# type: bool
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# font_bold = false
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# type: int min: 1
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# font_size = 16
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# type: bool
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# font_italic = false
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# Font shadow offset, if 0 then shadow will not be drawn.
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# Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
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# type: int
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# font_shadow = 1
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# Font shadow alpha (opaqueness, between 0 and 255).
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# Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
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# type: int min: 0 max: 255
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# font_shadow_alpha = 127
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# type: filepath
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# mono_font_path = fonts/liberationmono.ttf
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# Font size of the default font in point (pt).
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# type: int min: 1
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# font_size = 16
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# Path to the default font.
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# If “freetype” setting is enabled: Must be a TrueType font.
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# If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
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# The fallback font will be used if the font cannot be loaded.
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# type: filepath
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# font_path = fonts/Arimo-Regular.ttf
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# type: filepath
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# font_path_bold = fonts/Arimo-Bold.ttf
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# type: filepath
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# font_path_italic = fonts/Arimo-Italic.ttf
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# type: filepath
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# font_path_bolditalic = fonts/Arimo-BoldItalic.ttf
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# Font size of the monospace font in point (pt).
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# type: int min: 1
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# mono_font_size = 15
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# This font will be used for certain languages.
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# Path to the monospace font.
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# If “freetype” setting is enabled: Must be a TrueType font.
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# If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
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# This font is used for e.g. the console and profiler screen.
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# type: filepath
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# fallback_font_path = fonts/DroidSansFallbackFull.ttf
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# mono_font_path = fonts/Cousine-Regular.ttf
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# type: filepath
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# mono_font_path_bold = fonts/Cousine-Bold.ttf
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# type: filepath
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# mono_font_path_italic = fonts/Cousine-Italic.ttf
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# type: filepath
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# mono_font_path_bolditalic = fonts/Cousine-BoldItalic.ttf
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# Font size of the fallback font in point (pt).
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# type: int min: 1
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# fallback_font_size = 15
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# Shadow offset (in pixels) of the fallback font. If 0, then shadow will not be drawn.
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# type: int
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# fallback_font_shadow = 1
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# Opaqueness (alpha) of the shadow behind the fallback font, between 0 and 255.
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# type: int min: 0 max: 255
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# fallback_font_shadow_alpha = 128
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# Path of the fallback font.
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# If “freetype” setting is enabled: Must be a TrueType font.
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# If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
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# This font will be used for certain languages or if the default font is unavailable.
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# type: filepath
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# fallback_font_path = fonts/DroidSansFallbackFull.ttf
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# Path to save screenshots at.
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# type: path
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# screenshot_path =
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# Sound
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#
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# Enables the sound system.
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# If disabled, this completely disables all sounds everywhere and the in-game
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# sound controls will be non-functional.
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# Changing this setting requires a restart.
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# type: bool
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# enable_sound = true
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# Volume of all sounds.
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# Requires the sound system to be enabled.
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# type: float min: 0 max: 1
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# sound_volume = 0.7
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# Whether to mute sounds. You can unmute sounds at any time, unless the
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# sound system is disabled (enable_sound=false).
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# In-game, you can toggle the mute state with the mute key or by using the
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# pause menu.
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# type: bool
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# mute_sound = false
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@ -1171,6 +1244,7 @@
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# Enable/disable running an IPv6 server.
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# Ignored if bind_address is set.
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# Needs enable_ipv6 to be enabled.
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# type: bool
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# ipv6_server = false
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# ask_reconnect_on_crash = false
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# From how far clients know about objects, stated in mapblocks (16 nodes).
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#
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#
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# Setting this larger than active_block_range will also cause the server
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# to maintain active objects up to this distance in the direction the
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# player is looking. (This can avoid mobs suddenly disappearing from view)
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# type: float
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# movement_speed_jump = 6.5
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# Decrease this to increase liquid resistence to movement.
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# Decrease this to increase liquid resistance to movement.
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# type: float
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# movement_liquid_fluidity = 1
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# Maximum liquid resistence. Controls deceleration when entering liquid at
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# Maximum liquid resistance. Controls deceleration when entering liquid at
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# high speed.
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# type: float
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# movement_liquid_fluidity_smooth = 0.5
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### Advanced
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# Handling for deprecated lua api calls:
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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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# type: int
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# debug_log_size_max = 50
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# IPv6 support.
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# Enable IPv6 support (for both client and server).
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# Required for IPv6 connections to work at all.
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# type: bool
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# enable_ipv6 = true
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# mgv5_spflags = caverns
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# Controls width of tunnels, a smaller value creates wider tunnels.
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# Value >= 10.0 completely disables generation of tunnels and avoids the
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# intensive noise calculations.
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# type: float
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# mgv5_cave_width = 0.09
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# type: int
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# mgv5_large_cave_depth = -256
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# Deprecated, define and locate cave liquids using biome definitions instead.
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# Y of upper limit of lava in large caves.
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# type: int
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# mgv5_lava_depth = -256
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# Minimum limit of random number of small caves per mapchunk.
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# type: int min: 0 max: 256
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# mgv5_small_cave_num_min = 0
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# Maximum limit of random number of small caves per mapchunk.
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# type: int min: 0 max: 256
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# mgv5_small_cave_num_max = 0
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# Minimum limit of random number of large caves per mapchunk.
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# type: int min: 0 max: 64
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# mgv5_large_cave_num_min = 0
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# Maximum limit of random number of large caves per mapchunk.
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# type: int min: 0 max: 64
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# mgv5_large_cave_num_max = 2
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# Proportion of large caves that contain liquid.
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# type: float min: 0 max: 1
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# mgv5_large_cave_flooded = 0.5
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# Y-level of cavern upper limit.
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# type: int
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# octaves = 3,
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# persistence = 0.5,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# Second of two 3D noises that together define tunnels.
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@ -1841,7 +1933,7 @@
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# octaves = 3,
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# persistence = 0.5,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# 3D noise defining giant caverns.
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@ -1854,7 +1946,7 @@
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# octaves = 5,
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# persistence = 0.63,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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# 3D noise defining terrain.
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@ -1880,7 +1972,7 @@
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# octaves = 2,
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# persistence = 0.8,
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# lacunarity = 2.0,
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# flags =
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# flags =
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# }
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## Mapgen V6
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@ -2066,6 +2158,8 @@
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# mgv7_mount_zero_level = 0
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# Controls width of tunnels, a smaller value creates wider tunnels.
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# Value >= 10.0 completely disables generation of tunnels and avoids the
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# intensive noise calculations.
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# type: float
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# mgv7_cave_width = 0.09
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# type: int
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# mgv7_large_cave_depth = -33
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# Deprecated, define and locate cave liquids using biome definitions instead.
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# Y of upper limit of lava in large caves.
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# type: int
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# mgv7_lava_depth = -256
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# Minimum limit of random number of small caves per mapchunk.
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# type: int min: 0 max: 256
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# mgv7_small_cave_num_min = 0
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# Controls the density of mountain-type floatlands.
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# Is a noise offset added to the 'mgv7_np_mountain' noise value.
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# type: float
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# mgv7_float_mount_density = 0.6
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# Maximum limit of random number of small caves per mapchunk.
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# type: int min: 0 max: 256
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# mgv7_small_cave_num_max = 0
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# Typical maximum height, above and below midpoint, of floatland mountains.
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# type: float
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# mgv7_float_mount_height = 128.0
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# Minimum limit of random number of large caves per mapchunk.
|
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# type: int min: 0 max: 64
|
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# mgv7_large_cave_num_min = 0
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# Alters how mountain-type floatlands taper above and below midpoint.
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# type: float
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# mgv7_float_mount_exponent = 0.75
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# Maximum limit of random number of large caves per mapchunk.
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# type: int min: 0 max: 64
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||||
# mgv7_large_cave_num_max = 2
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||||
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# Y-level of floatland midpoint and lake surface.
|
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# type: int
|
||||
# mgv7_floatland_level = 1280
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||||
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# Y-level to which floatland shadows extend.
|
||||
# type: int
|
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# mgv7_shadow_limit = 1024
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# Proportion of large caves that contain liquid.
|
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# type: float min: 0 max: 1
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||||
# mgv7_large_cave_flooded = 0.5
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||||
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||||
# Y-level of cavern upper limit.
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||||
# type: int
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@ -2213,33 +2301,6 @@
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|||
# flags = eased
|
||||
# }
|
||||
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||||
# Defines areas of floatland smooth terrain.
|
||||
# Smooth floatlands occur when noise > 0.
|
||||
# type: noise_params_2d
|
||||
# mgv7_np_floatland_base = {
|
||||
# offset = -0.6,
|
||||
# scale = 1.5,
|
||||
# spread = (600, 600, 600),
|
||||
# seed = 114,
|
||||
# octaves = 5,
|
||||
# persistence = 0.6,
|
||||
# lacunarity = 2.0,
|
||||
# flags = eased
|
||||
# }
|
||||
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||||
# Variation of hill height and lake depth on floatland smooth terrain.
|
||||
# type: noise_params_2d
|
||||
# mgv7_np_float_base_height = {
|
||||
# offset = 48,
|
||||
# scale = 24,
|
||||
# spread = (300, 300, 300),
|
||||
# seed = 907,
|
||||
# octaves = 4,
|
||||
# persistence = 0.7,
|
||||
# lacunarity = 2.0,
|
||||
# flags = eased
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||||
# }
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||||
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||||
# 3D noise defining mountain structure and height.
|
||||
# Also defines structure of floatland mountain terrain.
|
||||
# type: noise_params_3d
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||||
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@ -2251,7 +2312,7 @@
|
|||
# octaves = 5,
|
||||
# persistence = 0.63,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
# 3D noise defining structure of river canyon walls.
|
||||
|
@ -2264,7 +2325,7 @@
|
|||
# octaves = 4,
|
||||
# persistence = 0.75,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
# 3D noise defining giant caverns.
|
||||
|
@ -2277,7 +2338,7 @@
|
|||
# octaves = 5,
|
||||
# persistence = 0.63,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
# First of two 3D noises that together define tunnels.
|
||||
|
@ -2290,7 +2351,7 @@
|
|||
# octaves = 3,
|
||||
# persistence = 0.5,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
# Second of two 3D noises that together define tunnels.
|
||||
|
@ -2303,7 +2364,7 @@
|
|||
# octaves = 3,
|
||||
# persistence = 0.5,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
# 3D noise that determines number of dungeons per mapchunk.
|
||||
|
@ -2316,7 +2377,7 @@
|
|||
# octaves = 2,
|
||||
# persistence = 0.8,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
## Mapgen Carpathian
|
||||
|
@ -2342,6 +2403,8 @@
|
|||
# mgcarpathian_valley_width = 0.25
|
||||
|
||||
# Controls width of tunnels, a smaller value creates wider tunnels.
|
||||
# Value >= 10.0 completely disables generation of tunnels and avoids the
|
||||
# intensive noise calculations.
|
||||
# type: float
|
||||
# mgcarpathian_cave_width = 0.09
|
||||
|
||||
|
@ -2349,10 +2412,25 @@
|
|||
# type: int
|
||||
# mgcarpathian_large_cave_depth = -33
|
||||
|
||||
# Deprecated, define and locate cave liquids using biome definitions instead.
|
||||
# Y of upper limit of lava in large caves.
|
||||
# type: int
|
||||
# mgcarpathian_lava_depth = -256
|
||||
# Minimum limit of random number of small caves per mapchunk.
|
||||
# type: int min: 0 max: 256
|
||||
# mgcarpathian_small_cave_num_min = 0
|
||||
|
||||
# Maximum limit of random number of small caves per mapchunk.
|
||||
# type: int min: 0 max: 256
|
||||
# mgcarpathian_small_cave_num_max = 0
|
||||
|
||||
# Minimum limit of random number of large caves per mapchunk.
|
||||
# type: int min: 0 max: 64
|
||||
# mgcarpathian_large_cave_num_min = 0
|
||||
|
||||
# Maximum limit of random number of large caves per mapchunk.
|
||||
# type: int min: 0 max: 64
|
||||
# mgcarpathian_large_cave_num_max = 2
|
||||
|
||||
# Proportion of large caves that contain liquid.
|
||||
# type: float min: 0 max: 1
|
||||
# mgcarpathian_large_cave_flooded = 0.5
|
||||
|
||||
# Y-level of cavern upper limit.
|
||||
# type: int
|
||||
|
@ -2542,7 +2620,7 @@
|
|||
# octaves = 5,
|
||||
# persistence = 0.55,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
# First of two 3D noises that together define tunnels.
|
||||
|
@ -2555,7 +2633,7 @@
|
|||
# octaves = 3,
|
||||
# persistence = 0.5,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
# Second of two 3D noises that together define tunnels.
|
||||
|
@ -2568,7 +2646,7 @@
|
|||
# octaves = 3,
|
||||
# persistence = 0.5,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
# 3D noise defining giant caverns.
|
||||
|
@ -2581,7 +2659,7 @@
|
|||
# octaves = 5,
|
||||
# persistence = 0.63,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
# 3D noise that determines number of dungeons per mapchunk.
|
||||
|
@ -2594,12 +2672,12 @@
|
|||
# octaves = 2,
|
||||
# persistence = 0.8,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
## Mapgen Flat
|
||||
|
||||
# Map generation attributes specific to Mapgen flat.
|
||||
# Map generation attributes specific to Mapgen Flat.
|
||||
# Occasional lakes and hills can be added to the flat world.
|
||||
# type: flags possible values: lakes, hills, nolakes, nohills
|
||||
# mgflat_spflags = nolakes,nohills
|
||||
|
@ -2612,12 +2690,29 @@
|
|||
# type: int
|
||||
# mgflat_large_cave_depth = -33
|
||||
|
||||
# Deprecated, define and locate cave liquids using biome definitions instead.
|
||||
# Y of upper limit of lava in large caves.
|
||||
# type: int
|
||||
# mgflat_lava_depth = -256
|
||||
# Minimum limit of random number of small caves per mapchunk.
|
||||
# type: int min: 0 max: 256
|
||||
# mgflat_small_cave_num_min = 0
|
||||
|
||||
# Maximum limit of random number of small caves per mapchunk.
|
||||
# type: int min: 0 max: 256
|
||||
# mgflat_small_cave_num_max = 0
|
||||
|
||||
# Minimum limit of random number of large caves per mapchunk.
|
||||
# type: int min: 0 max: 64
|
||||
# mgflat_large_cave_num_min = 0
|
||||
|
||||
# Maximum limit of random number of large caves per mapchunk.
|
||||
# type: int min: 0 max: 64
|
||||
# mgflat_large_cave_num_max = 2
|
||||
|
||||
# Proportion of large caves that contain liquid.
|
||||
# type: float min: 0 max: 1
|
||||
# mgflat_large_cave_flooded = 0.5
|
||||
|
||||
# Controls width of tunnels, a smaller value creates wider tunnels.
|
||||
# Value >= 10.0 completely disables generation of tunnels and avoids the
|
||||
# intensive noise calculations.
|
||||
# type: float
|
||||
# mgflat_cave_width = 0.09
|
||||
|
||||
|
@ -2687,7 +2782,7 @@
|
|||
# octaves = 3,
|
||||
# persistence = 0.5,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
# Second of two 3D noises that together define tunnels.
|
||||
|
@ -2700,7 +2795,7 @@
|
|||
# octaves = 3,
|
||||
# persistence = 0.5,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
# 3D noise that determines number of dungeons per mapchunk.
|
||||
|
@ -2713,18 +2808,20 @@
|
|||
# octaves = 2,
|
||||
# persistence = 0.8,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
## Mapgen Fractal
|
||||
|
||||
# Map generation attributes specific to Mapgen flat.
|
||||
# Map generation attributes specific to Mapgen Fractal.
|
||||
# 'terrain' enables the generation of non-fractal terrain:
|
||||
# ocean, islands and underground.
|
||||
# type: flags possible values: terrain, noterrain
|
||||
# mgfractal_spflags = terrain
|
||||
|
||||
# Controls width of tunnels, a smaller value creates wider tunnels.
|
||||
# Value >= 10.0 completely disables generation of tunnels and avoids the
|
||||
# intensive noise calculations.
|
||||
# type: float
|
||||
# mgfractal_cave_width = 0.09
|
||||
|
||||
|
@ -2732,10 +2829,25 @@
|
|||
# type: int
|
||||
# mgfractal_large_cave_depth = -33
|
||||
|
||||
# Deprecated, define and locate cave liquids using biome definitions instead.
|
||||
# Y of upper limit of lava in large caves.
|
||||
# type: int
|
||||
# mgfractal_lava_depth = -256
|
||||
# Minimum limit of random number of small caves per mapchunk.
|
||||
# type: int min: 0 max: 256
|
||||
# mgfractal_small_cave_num_min = 0
|
||||
|
||||
# Maximum limit of random number of small caves per mapchunk.
|
||||
# type: int min: 0 max: 256
|
||||
# mgfractal_small_cave_num_max = 0
|
||||
|
||||
# Minimum limit of random number of large caves per mapchunk.
|
||||
# type: int min: 0 max: 64
|
||||
# mgfractal_large_cave_num_min = 0
|
||||
|
||||
# Maximum limit of random number of large caves per mapchunk.
|
||||
# type: int min: 0 max: 64
|
||||
# mgfractal_large_cave_num_max = 2
|
||||
|
||||
# Proportion of large caves that contain liquid.
|
||||
# type: float min: 0 max: 1
|
||||
# mgfractal_large_cave_flooded = 0.5
|
||||
|
||||
# Lower Y limit of dungeons.
|
||||
# type: int
|
||||
|
@ -2746,24 +2858,24 @@
|
|||
# mgfractal_dungeon_ymax = 31000
|
||||
|
||||
# Selects one of 18 fractal types.
|
||||
# 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.
|
||||
# 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
|
||||
|
||||
|
@ -2788,7 +2900,7 @@
|
|||
# Can be used to move a desired point to (0, 0) to create a
|
||||
# suitable spawn point, or to allow 'zooming in' on a desired
|
||||
# point by increasing 'scale'.
|
||||
# The default is tuned for a suitable spawn point for mandelbrot
|
||||
# The default is tuned for a suitable spawn point for Mandelbrot
|
||||
# sets with default parameters, it may need altering in other
|
||||
# situations.
|
||||
# Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
|
||||
|
@ -2870,7 +2982,7 @@
|
|||
# octaves = 3,
|
||||
# persistence = 0.5,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
# Second of two 3D noises that together define tunnels.
|
||||
|
@ -2883,7 +2995,7 @@
|
|||
# octaves = 3,
|
||||
# persistence = 0.5,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
# 3D noise that determines number of dungeons per mapchunk.
|
||||
|
@ -2896,7 +3008,7 @@
|
|||
# octaves = 2,
|
||||
# persistence = 0.8,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
## Mapgen Valleys
|
||||
|
@ -2920,10 +3032,25 @@
|
|||
# type: int
|
||||
# mgvalleys_large_cave_depth = -33
|
||||
|
||||
# Deprecated, define and locate cave liquids using biome definitions instead.
|
||||
# Y of upper limit of lava in large caves.
|
||||
# type: int
|
||||
# mgvalleys_lava_depth = 1
|
||||
# Minimum limit of random number of small caves per mapchunk.
|
||||
# type: int min: 0 max: 256
|
||||
# mgvalleys_small_cave_num_min = 0
|
||||
|
||||
# Maximum limit of random number of small caves per mapchunk.
|
||||
# type: int min: 0 max: 256
|
||||
# mgvalleys_small_cave_num_max = 0
|
||||
|
||||
# Minimum limit of random number of large caves per mapchunk.
|
||||
# type: int min: 0 max: 64
|
||||
# mgvalleys_large_cave_num_min = 0
|
||||
|
||||
# Maximum limit of random number of large caves per mapchunk.
|
||||
# type: int min: 0 max: 64
|
||||
# mgvalleys_large_cave_num_max = 2
|
||||
|
||||
# Proportion of large caves that contain liquid.
|
||||
# type: float min: 0 max: 1
|
||||
# mgvalleys_large_cave_flooded = 0.5
|
||||
|
||||
# Depth below which you'll find giant caverns.
|
||||
# type: int
|
||||
|
@ -2946,6 +3073,8 @@
|
|||
# mgvalleys_river_size = 5
|
||||
|
||||
# Controls width of tunnels, a smaller value creates wider tunnels.
|
||||
# Value >= 10.0 completely disables generation of tunnels and avoids the
|
||||
# intensive noise calculations.
|
||||
# type: float
|
||||
# mgvalleys_cave_width = 0.09
|
||||
|
||||
|
@ -2969,7 +3098,7 @@
|
|||
# octaves = 3,
|
||||
# persistence = 0.5,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
# Second of two 3D noises that together define tunnels.
|
||||
|
@ -2982,7 +3111,7 @@
|
|||
# octaves = 3,
|
||||
# persistence = 0.5,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
# The depth of dirt or other biome filler node.
|
||||
|
@ -3008,7 +3137,7 @@
|
|||
# octaves = 6,
|
||||
# persistence = 0.63,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
# Defines large-scale river channel structure.
|
||||
|
@ -3060,7 +3189,7 @@
|
|||
# octaves = 6,
|
||||
# persistence = 0.8,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
# Amplifies the valleys.
|
||||
|
@ -3099,7 +3228,7 @@
|
|||
# octaves = 2,
|
||||
# persistence = 0.8,
|
||||
# lacunarity = 2.0,
|
||||
# flags =
|
||||
# flags =
|
||||
# }
|
||||
|
||||
## Advanced
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue