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Update translation sources

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rubenwardy 2020-01-18 20:22:26 +00:00
parent e80c0bdea5
commit 987b2c5f37
50 changed files with 26684 additions and 18235 deletions

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@ -489,7 +489,8 @@
### Basic
# Enable VBO
# Enable vertex buffer objects.
# This should greatly improve graphics performance.
# type: bool
# enable_vbo = true
@ -594,7 +595,10 @@
#### Tone Mapping
# Enables filmic tone mapping
# Enables Hable's 'Uncharted 2' filmic tone mapping.
# Simulates the tone curve of photographic film and how this approximates the
# appearance of high dynamic range images. Mid-range contrast is slightly
# enhanced, highlights and shadows are gradually compressed.
# type: bool
# tone_mapping = false
@ -650,26 +654,36 @@
#### Waving Nodes
# Set to true enables waving water.
# Set to true to enable waving liquids (like water).
# Requires shaders to be enabled.
# type: bool
# enable_waving_water = false
# type: float
# The maximum height of the surface of waving liquids.
# 4.0 = Wave height is two nodes.
# 0.0 = Wave doesn't move at all.
# Default is 1.0 (1/2 node).
# Requires waving liquids to be enabled.
# type: float min: 0 max: 4
# water_wave_height = 1.0
# type: float
# Length of liquid waves.
# Requires waving liquids to be enabled.
# type: float min: 0.1
# water_wave_length = 20.0
# How fast liquid waves will move. Higher = faster.
# If negative, liquid waves will move backwards.
# Requires waving liquids to be enabled.
# type: float
# water_wave_speed = 5.0
# Set to true enables waving leaves.
# Set to true to enable waving leaves.
# Requires shaders to be enabled.
# type: bool
# enable_waving_leaves = false
# Set to true enables waving plants.
# Set to true to enable waving plants.
# Requires shaders to be enabled.
# type: bool
# enable_waving_plants = false
@ -734,30 +748,39 @@
# type: int min: 45 max: 160
# fov = 72
# Adjust the gamma encoding for the light tables. Higher numbers are brighter.
# This setting is for the client only and is ignored by the server.
# type: float min: 0.5 max: 10
# Alters the light curve by applying 'gamma correction' to it.
# Higher values make middle and lower light levels brighter.
# Value '1.0' leaves the light curve unaltered.
# This only has significant effect on daylight and artificial
# light, it has very little effect on natural night light.
# type: float min: 0.33 max: 3
# display_gamma = 1.0
# Gradient of light curve at minimum light level.
# type: float min: 0 max: 4
# Controls the contrast of the lowest light levels.
# type: float min: 0 max: 3
# lighting_alpha = 0.0
# Gradient of light curve at maximum light level.
# type: float min: 0 max: 4
# Controls the contrast of the highest light levels.
# type: float min: 0 max: 3
# lighting_beta = 1.5
# Strength of light curve mid-boost.
# type: float min: 0 max: 1
# Strength of light curve boost.
# The 3 'boost' parameters define a range of the light
# curve that is boosted in brightness.
# type: float min: 0 max: 0.4
# lighting_boost = 0.2
# Center of light curve mid-boost.
# Center of light curve boost range.
# Where 0.0 is minimum light level, 1.0 is maximum light level.
# type: float min: 0 max: 1
# lighting_boost_center = 0.5
# Spread of light curve mid-boost.
# Standard deviation of the mid-boost gaussian.
# type: float min: 0 max: 1
# Spread of light curve boost range.
# Controls the width of the range to be boosted.
# Standard deviation of the light curve boost Gaussian.
# type: float min: 0 max: 0.4
# lighting_boost_spread = 0.2
# Path to texture directory. All textures are first searched from here.
@ -886,7 +909,7 @@
# True = 256
# False = 128
# Useable to make minimap smoother on slower machines.
# Usable to make minimap smoother on slower machines.
# type: bool
# minimap_double_scan_height = true
@ -971,43 +994,83 @@
# tooltip_append_itemname = false
# Whether FreeType fonts are used, requires FreeType support to be compiled in.
# If disabled, bitmap and XML vectors fonts are used instead.
# type: bool
# freetype = true
# Path to TrueTypeFont or bitmap.
# type: filepath
# font_path = fonts/liberationsans.ttf
# type: bool
# font_bold = false
# type: int min: 1
# font_size = 16
# type: bool
# font_italic = false
# Font shadow offset, if 0 then shadow will not be drawn.
# Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
# type: int
# font_shadow = 1
# Font shadow alpha (opaqueness, between 0 and 255).
# Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
# type: int min: 0 max: 255
# font_shadow_alpha = 127
# type: filepath
# mono_font_path = fonts/liberationmono.ttf
# Font size of the default font in point (pt).
# type: int min: 1
# font_size = 16
# Path to the default font.
# If “freetype” setting is enabled: Must be a TrueType font.
# If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
# The fallback font will be used if the font cannot be loaded.
# type: filepath
# font_path = fonts/Arimo-Regular.ttf
# type: filepath
# font_path_bold = fonts/Arimo-Bold.ttf
# type: filepath
# font_path_italic = fonts/Arimo-Italic.ttf
# type: filepath
# font_path_bolditalic = fonts/Arimo-BoldItalic.ttf
# Font size of the monospace font in point (pt).
# type: int min: 1
# mono_font_size = 15
# This font will be used for certain languages.
# Path to the monospace font.
# If “freetype” setting is enabled: Must be a TrueType font.
# If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
# This font is used for e.g. the console and profiler screen.
# type: filepath
# fallback_font_path = fonts/DroidSansFallbackFull.ttf
# mono_font_path = fonts/Cousine-Regular.ttf
# type: filepath
# mono_font_path_bold = fonts/Cousine-Bold.ttf
# type: filepath
# mono_font_path_italic = fonts/Cousine-Italic.ttf
# type: filepath
# mono_font_path_bolditalic = fonts/Cousine-BoldItalic.ttf
# Font size of the fallback font in point (pt).
# type: int min: 1
# fallback_font_size = 15
# Shadow offset (in pixels) of the fallback font. If 0, then shadow will not be drawn.
# type: int
# fallback_font_shadow = 1
# Opaqueness (alpha) of the shadow behind the fallback font, between 0 and 255.
# type: int min: 0 max: 255
# fallback_font_shadow_alpha = 128
# Path of the fallback font.
# If “freetype” setting is enabled: Must be a TrueType font.
# If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
# This font will be used for certain languages or if the default font is unavailable.
# type: filepath
# fallback_font_path = fonts/DroidSansFallbackFull.ttf
# Path to save screenshots at.
# type: path
# screenshot_path =
@ -1037,12 +1100,22 @@
# Sound
#
# Enables the sound system.
# If disabled, this completely disables all sounds everywhere and the in-game
# sound controls will be non-functional.
# Changing this setting requires a restart.
# type: bool
# enable_sound = true
# Volume of all sounds.
# Requires the sound system to be enabled.
# type: float min: 0 max: 1
# sound_volume = 0.7
# Whether to mute sounds. You can unmute sounds at any time, unless the
# sound system is disabled (enable_sound=false).
# In-game, you can toggle the mute state with the mute key or by using the
# pause menu.
# type: bool
# mute_sound = false
@ -1171,6 +1244,7 @@
# Enable/disable running an IPv6 server.
# Ignored if bind_address is set.
# Needs enable_ipv6 to be enabled.
# type: bool
# ipv6_server = false
@ -1297,7 +1371,7 @@
# ask_reconnect_on_crash = false
# From how far clients know about objects, stated in mapblocks (16 nodes).
#
#
# Setting this larger than active_block_range will also cause the server
# to maintain active objects up to this distance in the direction the
# player is looking. (This can avoid mobs suddenly disappearing from view)
@ -1387,11 +1461,11 @@
# type: float
# movement_speed_jump = 6.5
# Decrease this to increase liquid resistence to movement.
# Decrease this to increase liquid resistance to movement.
# type: float
# movement_liquid_fluidity = 1
# Maximum liquid resistence. Controls deceleration when entering liquid at
# Maximum liquid resistance. Controls deceleration when entering liquid at
# high speed.
# type: float
# movement_liquid_fluidity_smooth = 0.5
@ -1406,7 +1480,7 @@
### Advanced
# Handling for deprecated lua api calls:
# 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).
@ -1609,7 +1683,8 @@
# type: int
# debug_log_size_max = 50
# IPv6 support.
# Enable IPv6 support (for both client and server).
# Required for IPv6 connections to work at all.
# type: bool
# enable_ipv6 = true
@ -1744,6 +1819,8 @@
# mgv5_spflags = caverns
# 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
# mgv5_cave_width = 0.09
@ -1751,10 +1828,25 @@
# type: int
# mgv5_large_cave_depth = -256
# Deprecated, define and locate cave liquids using biome definitions instead.
# Y of upper limit of lava in large caves.
# type: int
# mgv5_lava_depth = -256
# Minimum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgv5_small_cave_num_min = 0
# Maximum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgv5_small_cave_num_max = 0
# Minimum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgv5_large_cave_num_min = 0
# Maximum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgv5_large_cave_num_max = 2
# Proportion of large caves that contain liquid.
# type: float min: 0 max: 1
# mgv5_large_cave_flooded = 0.5
# Y-level of cavern upper limit.
# type: int
@ -1828,7 +1920,7 @@
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags =
# flags =
# }
# Second of two 3D noises that together define tunnels.
@ -1841,7 +1933,7 @@
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags =
# flags =
# }
# 3D noise defining giant caverns.
@ -1854,7 +1946,7 @@
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
# flags =
# flags =
# }
# 3D noise defining terrain.
@ -1880,7 +1972,7 @@
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
# flags =
# flags =
# }
## Mapgen V6
@ -2066,6 +2158,8 @@
# mgv7_mount_zero_level = 0
# 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
# mgv7_cave_width = 0.09
@ -2073,31 +2167,25 @@
# type: int
# mgv7_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
# mgv7_lava_depth = -256
# Minimum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgv7_small_cave_num_min = 0
# Controls the density of mountain-type floatlands.
# Is a noise offset added to the 'mgv7_np_mountain' noise value.
# type: float
# mgv7_float_mount_density = 0.6
# Maximum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgv7_small_cave_num_max = 0
# Typical maximum height, above and below midpoint, of floatland mountains.
# type: float
# mgv7_float_mount_height = 128.0
# Minimum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgv7_large_cave_num_min = 0
# Alters how mountain-type floatlands taper above and below midpoint.
# type: float
# mgv7_float_mount_exponent = 0.75
# Maximum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgv7_large_cave_num_max = 2
# Y-level of floatland midpoint and lake surface.
# type: int
# mgv7_floatland_level = 1280
# Y-level to which floatland shadows extend.
# type: int
# mgv7_shadow_limit = 1024
# Proportion of large caves that contain liquid.
# type: float min: 0 max: 1
# mgv7_large_cave_flooded = 0.5
# Y-level of cavern upper limit.
# type: int
@ -2213,33 +2301,6 @@
# flags = eased
# }
# 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
# }
# 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
# }
# 3D noise defining mountain structure and height.
# Also defines structure of floatland mountain terrain.
# type: noise_params_3d
@ -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