# ===== Automatically generated by nc_api

# Players with outdated client versions cannot be rejected by game/mod
# code before allowing them to join, so we have to allow them to join,
# and then kick them. We suppress the normal join/leave messages to cut
# down on noise. Enabling this option produces a single short
# announcement about player rejections, as these "partial" joins may
# have privacy implications.
nc_api_client_version_announce (Announce players kicked due to client version) bool false

# Disable/hide 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_disable (Discovery system - disable) bool false

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

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

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

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

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

# Maximum distance for full detailed wield mesh visualization for stack
# and storage nodes.  Beyond this distance, wield-mesh items will be drawn
# as flat sprites to reduce rendering burden significantly.  However,
# sprites are far less visible when viewed edge-on.  Set negative to
# disable LoD entirely and always use high-quality models.
nc_api_visinv_maxdist (VisInv LoD Distance) float 32

# 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 (Optics - check interval) float 5

# 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 (Optics - 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 (Optics - 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 (Optics - 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 (LookTips - delay time) float 0.4

# The maximum distance in nodes that other players' nametags will be
# visible under optimum conditions.
nc_player_names_distance (Nametags - max distance) float 16

# 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 (Offline Players - disable database <!>) bool false

# Offline player markers show visible "decay" as players are
# continuously offline for long periods of time. This is the number of
# days that it takes for half of the remaining color to bleed out of the
# marker. Setting it to <= 0 disables decay.
nc_yctiwy_halflife (Offline Players - marker decay half-life) float 30

# 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 (Offline Players - hide entities) bool false

# By default, players' offline "ghosts" display information about how
# long the player has been offline (in in-game time). Enabling this
# option hides this information.
nc_yctiwy_notime (Offline Players - hide offline time) bool false
