/etc/minetest/minetest.conf is in minetest-server 0.4.13+repack-1build1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 | # configuration file for minetestserver
# Admin name
#name =
# Server stuff
# Network port to listen (UDP)
port = 30000
# 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
# Domain name of server
#server_address = game.myserver.net
# Homepage of server
#server_url = http://example.com
# Automaticaly report to masterserver
# set to true for public servers
server_announce = false
# Announce to this masterserver. if you want to announce your ipv6 address
# use serverlist_url = v6.servers.minetest.net
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 = 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 = 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
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