# This file contains settings of Mineclonia that can be changed in
# minetest.conf

[World]
# Fire spreads and flammable blocks might be destroyed by nearby fire.
# Destructive fire may cause severe destruction.
# Fire blocks will be non-destructive and stops spreading when this
# setting is disabled, but they still deal damage to creatures.
enable_fire (Destructive and spreading fire) bool true

# If enabled, the weather will change naturally over time.
mcl_doWeatherCycle (Changing weather) bool true

# If enabled, breaking blocks will cause them to drop as item.
# Note that blocks never have drops when in Creative Mode.
mcl_doTileDrops (Blocks have drops) bool true

# If enabled, explosions destroy blocks.
mcl_explosions_griefing (Explosion griefing) bool true

# If disabled, no ores will be generated.
mcl_generate_ores (Generate ores) bool true

# Enable Luanti mapgen dungeons
mcl_enable_mt_dungeons (Native Luanti dungeons) bool false

# If enabled, the “flat” map generator generates a Classic Superflat world:
# Completely flat, 1 layer of grass blocks on top of 2 layers of dirt on
# top of a final layer of bedrock. No caves, trees or plants.
# Also, if enabled, the setting “mgflat_flags” is ignored.
# If disabled, Luanti's default flat map generator is used, that is, trees,
# caves, and a deeper underground can be generated.
#
# Note: This setting has no effect on existing worlds.
mcl_superflat_classic (Classic superflat map generation) bool false

# One of four levels defining the difficulty of gameplay.

# Peaceful: no hostile mobs, excepting shulkers, hoglins, piglins, and
# the dragon spawn, and nor do spiders or endermen, while players
# rapidly regenerate health and do not experience hunger.  Mobs will
# not attack players, even in retaliation.  TNT ceases to inflict
# damage, and raids cannot be induced.
#
# Easy: mobs deal 0.5x their standard values plus one additional
# health point in damage.  Players experience hunger as usual, but
# starvation can only damage players to 10 hearts.  Cave spiders
# cannot inflict poison, nor can Withers the Wither effect.  Villagers
# are never converted into zombie villagers, and zombies and skeletons
# never spawn equipped with armor.
#
# Normal: mobs deal their standard amounts of damage, and villagers
# killed by zombies are liable, with a 50% chance, to transform into
# zombie villagers.  Vindicators are capable of breaking doors.
#
# Hard: mobs deal approximately 150% as much damage as on Normal.
# Starvation can kill, rather than merely reduce the player to half a
# heart.  Villagers killed by zombies are unconditionally resurrected
# as zombie villagers.  Chunks that have been inhabited for longer
# than a certain period may host randomly generated pillager patrols.
# In addition, there is an increased chance of a mob's spawning with
# armor or weapons.

mcl_difficulty (Difficulty) enum normal peaceful,easy,normal,hard

[Players]
# If enabled, players respawn at the bed they clicked instead of normal spawn.
# This setting is only read at startup.
enable_bed_respawn (Respawn at bed) bool true

# How many players have to sleep to skip the night, in percent.
# Setting to 0 will mean 1 player is always enough to skip the night.
# Setting above 100 will prevent skipping the night.
# Default: 100
mcl_playersSleepingPercentage (Player sleeping percentage) int 100

# Normally, players drop all their items when they die.
# If enabled, players always keep their inventory on death.
mcl_keepInventory (Keep inventory on death) bool false

# If enabled, chat messages are shown to everyone when a player dies.
mcl_showDeathMessages (Show death messages) bool true

# If enabled, chat messages are shown to everyone when a player makes an advancement.
mcl_showAdvancementMessages (Show advancement messages) bool true

# If enabled, the recipe book will progressively be filled with new recipes
# that can be crafted from all items you ever have had in your inventory.
# Recommended for new players and for a spoiler-free gameplay experience.
# If disabled, all recipes will be shown.
mcl_craftguide_progressive_mode	(Learn crafting recipes progressively) bool true

# If disabled, the skin of all players will be character.png
mcl_enable_skin_customization (Player skin customization) bool true

# How far the player hand can reach
# Default: 4.5
mcl_hand_range (Hand range) float 4.5 1 128

# How far the player hand can reach in creative mode
# Default: 10
mcl_hand_range_creative (Creative mode hand range) float 10 1 128

# If enabled the hunger mechanic will be active
# If disabled eating food will heal instantly.
mcl_enable_hunger (Hunger) bool true

[Mobs]
# If enabled, mobs will spawn naturally.
# This does not affect mob spawners.
# This setting is only read at startup.
mobs_spawn (Spawn mobs naturally) bool true

# If enabled, only peaceful mobs will appear naturally.
# This does not affect mob spawners.
# This setting is only read at startup.
only_peaceful_mobs (Spawn only peaceful mobs) bool false

# Allow mobs to spawn in protected areas.
# This does not affect mob spawners.
mobs_spawn_protected (Spawn mobs in protected areas) bool false

# Use light levels from Minecraft 1.18+ for monster spawning.
# Disable to use older mob specific light levels.
mcl_mobs_modern_lighting (Modern light rules for spawning) bool true

# If enabled, mobs might drop items when they die.
mobs_drop_items (Mob drops) bool true

# If enabled, mobs can take, place, change and
# destroy blocks around them.
mobs_griefing (Mob griefing) bool true

# How far from players should mobs stop moving
# Larger values will have a larger performance impact
mcl_mob_active_range (Active mob range) int 48 0 256

[Mob caps]
# Global maximum amount of mobs
# This controls how many mobs can exist in the map
mcl_mob_cap_total (Global mob cap) int 500 0 2048

# Maximum amount of mobs (animals+monsters) per player
mcl_mob_cap_player (Mob cap per player) int 75 0 2048

# Maximum amount of monsters that will spawn near a player
mcl_mob_cap_monster (Mob cap for monsters) int 70 0 2048

# Maximum amount of animals that will spawn near a player
mcl_mob_cap_animal (Mob cap for animals) int 10 0 1024

# Maximum amount of ambient mobs that will spawn near a player
mcl_mob_cap_ambient (Mob cap for ambient mobs) int 15 0 1024

# Maximum amount of water mobs (squids, dolphins)
# that will spawn near a player
mcl_mob_cap_water (Mob cap for water mobs) int 5 0 1024

# Maximum amount of ambient water mobs (fish) that will spawn near a player
mcl_mob_cap_water_ambient (Mob cap for ambient water mobs) int 20 0 1024

[Features]
# Enabling this setting adds an inventory to bookshelves
mcl_bookshelf_inventories (Bookshelf inventories) bool true

# All tameable mobs listen to the "sit" right-click like dogs
# For some mobs the Sneak button must be pressed:
# Eg. horses or other mobs with a right-click function
mcl_extended_pet_control (Extended pet control) bool false

# Enable nodes not in Minecraft.
# Includes extra stairs and slabs, Red Nether Brick Fence,
# nether brick fence gates, and Bamboo Bark.
mcl_extra_nodes (Additional nodes) bool true

# Enable piston movement of inventory nodes.
mcl_inv_nodes_movable (Movable inventory nodes) bool true

# Allow players to create Minecraft-like maps.
enable_real_maps (Real maps) bool true

# Place bonus chest near players' initial spawn point
mcl_bonus_chest (Bonus chest) bool false

# Allow re-editing signs after they are placed
mcl_signs_editable (Editable signs) bool false

# Change size of vault memory. By default a vault remembers the last 128 players
# that looted that vault and prevents them from looting the same vault again.
mcl_vaults_looter_list_length (Vault memory size) int 128 1 1024

[Graphics]
# Whether to animate chests when open / close
animated_chests (Animated chests) bool true

# If enabled, mobs will emit damage particles when they get hurt
mcl_damage_particles (Damage particles) bool true

# How many vertical animation frames the fire
# texture (fire_basic_flame_animated.png) has.
# This may vary depending on the texture pack you use.
# Form: Image height / Image width
fire_animation_frames (Fire animation frames) int 8

[Villages]
# Minimum number of job sites which are placed during village generation
mcl_villages_min_jobs (Minimum number of jobs in village) int 1

# Maximum number of job sites which are placed during village generation
mcl_villages_max_jobs (Maximum number of jobs in village) int 12

# 1 in X chance a village will spawn in a valid chunk.
# Set to 0 to disable village generation.
mcl_villages_village_chance (Village chance) int 100

# This controls how job sites and houses are placed during village generation
# random: shuffles the buildings so they get placed in any order
# jobs: places the job sites first so they tend to be closer to the bell
# houses: places the houses first so the tend to be closer to the bell
mcl_villages_placement_priority (Buildings closest to the bell) enum random random,jobs,houses

[Redstone]

# Redstone update interval in seconds.
mcl_redstone_update_tick (Redstone update tick) float 0.1

# The time budget allowed for redstone updates each tick (as a fraction of update tick time)
mcl_redstone_time_budget (Redstone time budget) float 0.2

# The maximum number of queued redstone events. If exceeded redstone circuits will stop working.
mcl_redstone_event_max (Maximum queued redstone events) int 65535

[Experimental]
# If disabled, command blocks will be unusable (but still present).
mcl_enable_commandblocks (Command blocks) bool true

# This is fine for players, but expect all the villagers to die very quickly
mcl_villages_allow_water_villages (Spawn village buildings on top of water) bool false

# Display mob icons in inventory instead of Minecraft-like spawn eggs.
# Note that mob icons does not exist for all mobs.
mcl_old_spawn_icons (Old spawn icons instead of eggs) bool false

# Enables the serverside functionality for the mineclonia CSM.
# Enabling this setting by itself will do nothing. A special luanti fork and the csm (mcl_localplayer).
# is needed to take advantage of this.
mcl_enable_csm (Enable Support for the mineclonia CSM) bool false

# Set this to true to use an alternative event queue implementation
# that preserves insertion order for events with the same priority/tick.
mcl_redstone_ordered_event_queue (Enable ordered event queue) bool false

[Debugging]
# If enabled mapgen timings will be dumped to log
mcl_logging_mapgen (Log chunk generation) bool false

# If enabled generated structures will be logged
mcl_logging_structures (Log structure generation) bool true

# Debug logging for mcl_events.
mcl_logging_event_api (Debug logging for mcl_events) bool false

