MinetestEDU/Informations about ''minetest.conf''

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Le fichier minetest.conf, que l'on place souvent dans /home/user/.minetest, contient toute une série de paramètres à configurer pour personnaliser votre serveur.

Voici un exemple de fichier minetest.conf :

 /# configuration file for minetestserver
 # Admin name
 name = Sangokuss
 # Server Language
 language = fr
 kick_msg_shutdown = "Fermeture du Serveur"
 kick_msg_crash = "Le serveur a expérimenté une erreur interne. Vous avez été déconnecté. Le serveur s’est normalement relancé automatiquement. Vous pouvez donc vous y connecter"
 # Server stuff
 # Network port to listen (UDP)
 port = 30000
 # mg_name = v7
 # Bind address
 #bind_address = 123.123.123.123
 # Name of server
 server_name = [FR] Framinetest
 # Description of server
 server_description = Le bac à sable pédagogique de Framasoft pour « imaginer votre monde » !
 # Domain name of server
 server_address = framinetest.org
 # Homepage of server
 server_url = framinetest.org
 # Automaticaly report to masterserver
 # set to true for public servers
 server_announce = true
 # Announce to this masterserver. if you want to announce your ipv6 address
 # 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 = true
 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 = /home/minetest/.minetest/worlds/Framinetest/
 texture_path = /home/minetest/.minetest/textures/server/
 # Message of the Day
 motd = Bienvenue sur le serveur Framinetest :-) Rendez-vous sur le site https://framinetest.org pour avoir davantage d'informations et/ou rejoignez-nous sur le forum Framacolibri.org pour échanger !
 # Maximum number of players connected simultaneously
 max_users = 30
 # Whether to enable players killing each other
 enable_pvp = false
 # Set to true to enable creative mode (unlimited inventory)
 creative_mode = false
 # Enable players getting damage and dying
 enable_damage = true
 # Available privileges: interact, shout, teleport, settime, privs, ...
 # See /privs in game for a full list on your server and mod configuration.
 default_privs = home, shout
 # Set to true to disallow old clients from connecting
 strict_protocol_version_checking = true
 # 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 =
 enable_fire = false
 # 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 = -60,20.5,-120
 # If true, new players cannot join with an empty password
 disallow_empty_password = true
 # 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 = 2
 # how large area of blocks are subject to the active block stuff (active = objects are loaded and ABMs run)
 active_block_range = 1
 # how many blocks are flying in the wire simultaneously per client
 max_simultaneous_block_sends_per_client = 1
 # how many blocks are flying in the wire simultaneously per server
 #max_simultaneous_block_sends_server_total = 10000
 max_simultaneous_block_sends_server_total = 30
 # 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 = 2
 # 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
 # time_send_interval = 2500
 # 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
 client_unload_unused_data_timeout = 300
 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 = 15.3
 server_map_save_interval = 15.3
 # 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 = 3
 # 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
 # Hudbars config
 # hudbars_bar_type = statbar_classic
 # hudbars_sorting = health=0, hunger=3, breath=2
 server_dedicated = true
 spawnpoint_no_interact = 1211,28,1178
 wieldview_node_tiles = false
 wieldview_update_time = 2
 spawnpoint_interact = -134,40,-217
 random_messages_interval = 600
 # mobs_animal:bee_chance = 12000
 # mobs_animal:rat_chance = 18000
 # mobs_animal:warthog_chance = 18000
 # mobs_animal:penguin_chance = 23000
 # mobs_animal:kitten_chance = 25000
 # mobs_animal:cow_chance = 18000
 # mobs_animal:chicken_chance = 18000
 # mobs_animal:bunny_chance = 18000
 # mobs_animal:sheep_chance = 18000
 cache_block_before_spawn = true
 secure.enable_security = true
 secure.http_mods = digistuff
 max_names_per_ip = 15
 enable_clouds = 0
 enable_3d_clouds = 0
 enable_sound = 0
 enable_item_drops = false
 enable_item_pickup = true
 remove_items = -1
 disable_fire = true
 enable_mesh_cache = false