# ===== Automatically generated by nc_api

# Maximum amount of time in seconds that can be saved up between
# soaking-tickle actions. Delay longer than this will not increase the
# amount of soaking progress.
nc_api_active_soaking_tickle_max_time (Max soaking tickle interval) float 600

# Air friction coefficient for velocity-squared term. Used to adjust air
# resistance for player and moving entities, especially tuning terminal
# velocity. Lower terminal velocity may reduce players stopping on
# onloaded chunks while falling on a busy/slow server.
nc_api_air_friction (Air friction) float 0.0004

# Enable/show the discovery system and all related interfaces. Disabling
# this may be useful on multiplayer servers if the players are all
# experienced and the discoveries are obtrusive or distracting.
nc_api_hints_enable (Enable discovery system) bool true

# Write out after startup (and possibly maintain while running) text
# files to the world path containing template metadata for development
# use.
nc_api_infodump (Write info dumps to world path) bool false

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_autorun (Speed adjust > autorun) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_autorun_acceltime (Speed adjust > autorun > acceltime) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_autorun_ratio (Speed adjust > autorun > ratio) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_autorun_walkspeed (Speed adjust > autorun > walkspeed) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_autorun_walktime (Speed adjust > autorun > walktime) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed (Speed adjust > speed) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_cook (Speed adjust > speed > cook) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_cook_cool_clear_glass (Speed adjust > speed > cook > cool clear glass) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_cook_cool_float_glass (Speed adjust > speed > cook > cool float glass) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_cook_heat_lode_cobble (Speed adjust > speed > cook > heat lode cobble) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_cook_lode_ore_cooling (Speed adjust > speed > cook > lode ore cooling) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_cook_lode_ore_quenching (Speed adjust > speed > cook > lode ore quenching) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_cook_lode_stack_annealing (Speed adjust > speed > cook > lode stack annealing) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_cook_lode_stack_heating (Speed adjust > speed > cook > lode stack heating) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_cook_lode_stack_quenching (Speed adjust > speed > cook > lode stack quenching) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_cook_melt_sand_to_glass (Speed adjust > speed > cook > melt sand to glass) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_cook_quench_crude_glass (Speed adjust > speed > cook > quench crude glass) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_cook_quench_opaque_glass (Speed adjust > speed > cook > quench opaque glass) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_pummel (Speed adjust > speed > pummel) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_pummel_charcoal_writing (Speed adjust > speed > pummel > charcoal writing) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_pummel_glue_optic (Speed adjust > speed > pummel > glue optic) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_pummel_rake_dirt (Speed adjust > speed > pummel > rake dirt) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_pummel_rake_gravel (Speed adjust > speed > pummel > rake gravel) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_pummel_rake_humus (Speed adjust > speed > pummel > rake humus) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_pummel_rake_sand (Speed adjust > speed > pummel > rake sand) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_pummel_stick_fire_starting (Speed adjust > speed > pummel > stick fire starting) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_soaking (Speed adjust > speed > soaking) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_soaking_eggcorn_sprout (Speed adjust > speed > soaking > eggcorn sprout) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_soaking_group_dirt_raked_leaching_to_nc_terrain_sand (Speed adjust > speed > soaking > group:dirt_raked leaching to nc_terrain:sand) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_soaking_group_humus_raked_leaching_to_nc_terrain_dirt (Speed adjust > speed > soaking > group:humus_raked leaching to nc_terrain:dirt) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_soaking_loose_self_repack (Speed adjust > speed > soaking > loose self-repack) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_soaking_lux_infuse (Speed adjust > speed > soaking > lux infuse) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_soaking_lux_renew (Speed adjust > speed > soaking > lux renew) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_soaking_peat_compost (Speed adjust > speed > soaking > peat compost) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_soaking_pliable_concrete_cure (Speed adjust > speed > soaking > pliable concrete cure) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_soaking_sponge_grow (Speed adjust > speed > soaking > sponge grow) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_soaking_tree_leaves_grow (Speed adjust > speed > soaking > tree leaves grow) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_soaking_tree_trunk_grow (Speed adjust > speed > soaking > tree trunk grow) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_soaking_wet_concrete_cure (Speed adjust > speed > soaking > wet concrete cure) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_tool (Speed adjust > speed > tool) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_tool_choppy (Speed adjust > speed > tool > choppy) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_tool_cracky (Speed adjust > speed > tool > cracky) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_tool_crumbly (Speed adjust > speed > tool > crumbly) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_tool_scratchy (Speed adjust > speed > tool > scratchy) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_tool_snappy (Speed adjust > speed > tool > snappy) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_speed_tool_thumpy (Speed adjust > speed > tool > thumpy) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_zoom (Speed adjust > zoom) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_zoom_base (Speed adjust > zoom > base) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_zoom_ratio (Speed adjust > zoom > ratio) float 1

# Speed adjustment ratio, multiplied by all parent ratios. Intended for
# custom servers and special sub-game types only.
nc_api_rate_zoom_time (Speed adjust > zoom > time) float 1

# WARNING: FUNDAMENTAL CONSTANT. Time after a door has been operated
# that further operations are "squelched" (ignored/blocked). Changing
# this may fundamentally alter the game, including making your builds
# incompatible across hosts.
nc_doors_operate_squelch (Door operation squelch time) float 0.5

# ABM interval for periodically pushing optics into the "passive" queue.
# Passive checks are used to catch optics in an inconsistent state, e.g.
# that missed their change event.
nc_optics_interval (Optic check interval) float 5

# WARNING: FUNDAMENTAL CONSTANT. Maximum distance from which an optic
# beam can be sensed by an optic node's input face. Changing this may
# fundamentally alter the game, including making your builds
# incompatible across hosts.
nc_optics_optic_distance (Optic beam distance) float 16

# WARNING: FUNDAMENTAL CONSTANT. Rate in Hz of optic ticks. Changing
# this may fundamentally alter the game, including making your builds
# incompatible across hosts.
nc_optics_optic_speed (Optic tick rate) float 12

# The maximum number of optics that can be queued in a single pass for
# "passive" checks to run; pending passive checks will be included to
# fill up remaining spaces up to this total. Passive checks are used to
# catch optics in an inconsistent state, e.g. that missed their change
# event.
nc_optics_passive_max (Optic check passive max) float 25

# The minimum number of "passive" optic checks that are run each cycle,
# overriding the max if needed. Passive checks are used to catch optics
# in an inconsistent state, e.g. that missed their change event.
nc_optics_passive_min (Optic check passive min) float 5

# Maximum amount of time in seconds that may be spent during a single
# server step to calculate optic state. Optics will be allowed to slow
# don to stay within this limit.
nc_optics_tick_limit (Optic tick limit) float 0.2

# The number of seconds a player must be standing still, or focused on
# one node face, to trigger a LookTip.
nc_player_hud_looktip_time (LookTip Delay Time) float 0.4

# The maximum distance in nodes that other players' nametags will be
# visible under optimum conditions.
nc_player_names_distance (Max player nametag distance) float 16

# The maximum distance in nodes that a player will be pushed out of
# solids.
nc_player_setup_stepdist (Push out of solid distance) float 5

# The amount of time a player needs to be trapped in a solid node before
# being pushed out.
nc_player_setup_time (Push out of solid time) float 2

# By default, players' offline position and inventory is saved for
# displaying offline "ghost" entities, which can be hidden by a
# different setting, but even when hidden the database is still kept up
# to date. Enabling this setting will completely disable that database
# and purge all data, saving server resources, but making ghosts not
# display when reenabled until each player has joined again at least
# once.
nc_yctiwy_disable (Disable offline player inventory database) bool false

# By default, players' offline "ghosts" and inventories are displayed as
# entities. Enabling this option hides those, reducing resource impact
# on both client and server, but also preventing players from accessing
# offline player inventories. The offline database is still maintained,
# in case the entities are later reenabled.
nc_yctiwy_hide (Do not display offline player entities) bool false
