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settingtypes.txt
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1001 lines (854 loc) · 61 KB
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# -------------------------------------------------------------------------------------------------
# unilib settings
# -------------------------------------------------------------------------------------------------
# A string containing the names of one or more remixes and/or packages, separated by whitespace
#
# Each name is the name of a remix, unless is it preceded by a special character: "@" for remix
# names (optional), ":" for package names (compulsory). Each name or special character can also be
# preceded by the "!" character, which means that the package/remix is NOT loaded. The remix names
# "everything" and "nothing" are reserved. For more information, see the README
unilib_init_remix_pkg_set (List of remixes and packages to load) string nothing
# -------------------------------------------------------------------------------------------------
# Log settings
# -------------------------------------------------------------------------------------------------
# Flag set to true if (real) player and (fake) non-player actions are logged; false if only (real)
# player actions are logged
unilib_log_non_player_actions_flag (Log non-player actions) bool false
# Flag set to true if chat commands should show multi-line output in both the debug file and the
# chat window; false if multi-line output should only be shown in the chat window
unilib_log_chat_cmd_flag (Show chat command output in debug file) bool false
# Show startup messages (those generated by code in init.lua)
unilib_show_startup_msg_flag (Enable to show startup messages) bool true
# Show information messages in the debug file and the chat window
unilib_show_msg_flag (Enable to show information messages) bool true
# Show error messages in the debug file and the chat window
unilib_show_error_flag (Enable to show error messages) bool true
# Show warning messages in the debug file and the chat window
unilib_show_warning_flag (Enable to show warning messages) bool true
# Show information message for every package that appears more than once in the remix(es)
unilib_show_pkg_remix_flag (Enable to show repeating packages) bool false
# Show information message for every loaded package
unilib_show_pkg_load_flag (Enable to show loaded packages) bool false
# Show information message for every initialised package
unilib_show_pkg_init_flag (Enable to show initialised packages) bool false
# Show information message for every executed package
unilib_show_pkg_exec_flag (Enable to show executed packages) bool false
# Show information message for every post-executed package
unilib_show_pkg_post_flag (Enable to show post-executed packages) bool false
# Show extra debug messages when packages are being imported
unilib_show_pkg_debug_flag (Enable to show package import debug messages) bool false
# Show information message for every biome that is specified more than once (in the same CSV file,
# or in two different ones)
unilib_show_csv_duplicate_flag (Enable to show duplicate biomes in CSVs debug messages) bool false
# Show simple analysis about every dependent package that is not specified by a remix
unilib_show_dependency_simple_flag (Show simple analysis about remix dependencies) bool false
# Show detailed analysis about every dependent package that is not specified by a remix
unilib_show_dependency_detailed_flag (Show detailed analysis about remix dependencies) bool false
# Flag set to true, if all specified remixes should be combined in one analysis; false if each
# specified remix should be analysed separately
unilib_show_dependency_combined_flag (Combine remixes when analysing dependencies) bool false
# Flag set to true, if the dependency analysis should not progress beyond the first hard dependency
# (not recommended)
unilib_show_dependency_hard_limit_flag (Stop remix analysis at first hard dependency) bool false
# Flag set to true, if the dependency analysis should not progress beyond the first soft dependency
# (recommended)
unilib_show_dependency_soft_limit_flag (Stop remix analysis at first soft dependency) bool true
# -------------------------------------------------------------------------------------------------
# Remix settings
# -------------------------------------------------------------------------------------------------
# Flag set to true if, during the initialisation phase of ../lib/system/import_pkg.lua, any
# package's hard dependencies should be loaded and initialised, if they haven't already been
unilib_force_load_dependent_pkg_flag (Load missing hard package dependencies) bool true
# Flag set to true if, during the initialisation phase of ../lib/system/import_pkg.lua, any
# package's minimal ("at least one") dependencies should be loaded and initialised, if they haven't
# already been
unilib_force_load_minimal_pkg_flag (Load missing minimal package dependencies) bool false
# Flag set to true if, during the initialisation phase of ../lib/system/import_pkg.lua, any
# package's soft dependencies should be loaded and initialised, if they haven't already been
unilib_force_load_optional_pkg_flag (Load missing soft package dependencies) bool false
# Flag set to true if, during the initialisation phase of ../lib/system/import_pkg.lua, any
# package's suggested dependencies should be loaded and initialised, if they haven't already been
unilib_force_load_suggested_pkg_flag (Load missing suggested package dependencies) bool false
# -------------------------------------------------------------------------------------------------
# Base package settings
# -------------------------------------------------------------------------------------------------
# Flag set to true if packages should be prevented from clearing registered biomes
unilib_protect_biomes_flag (Prevent clearing of registered biomes) bool false
# Flag set to true if packages should be prevented from clearing registered decorations
unilib_protect_decorations_flag (Prevent clearing of registered decorations) bool false
# Flag set to true if packages should be prevented from clearing registered ores
unilib_protect_ores_flag (Prevent clearing of registered ores) bool false
# -------------------------------------------------------------------------------------------------
# minetest_game settings
# -------------------------------------------------------------------------------------------------
# Flag set to true if code adapted from minetest_game should be allowed to create items which don't
# exist in the original code (i.e. an apple wood bookshelf exists and is created by the "tree_apple"
# package, but an aspen wood bookshelf does not exist, yet it is created by the "tree_aspen"
# package
#
# The value of the flag also applies to tweaks; for example, moreblocks updates some craft recipes
# from minetest_game; if this flag is true, the updates are applied to unilib as well
unilib_mtgame_tweak_flag (Allow tweaks to code adapted from minetest_game) bool false
# Flag set to true if ABMs and LBMs from minetest_game should be disabled, so that they don't
# duplicate the action of unilib ABMs and LBMs
#
# Note that each ABM and LBM is disabled only when the unilib equivalent is specified. Note also
# that the original ABM handling the spread of flora (flowers, mushrooms, grasses etc) will be
# disabled regardless of the value of this setting, if the "abm_standard_flora_spread" package is
# executed
unilib_mtgame_disable_abm_lbm_flag (Disabled ABMs and LBMS from minetest_game) bool false
# -------------------------------------------------------------------------------------------------
# Original mod settings (general)
# -------------------------------------------------------------------------------------------------
# Flag set to true if all the replace mode "replace" should apply to all source mods, replacing the
# value specified in ../csv/mods/imported.csv
unilib_force_replace_flag (Force replacement of items from original mods) bool false
# Flag set to true to force unilib panes to use the "unipane" group, rather than the original "pane"
# group. If false, the "unipane" group is used only when running on top of minetest_game
unilib_force_unipanes_flag (Force use of unipane group) bool false
# -------------------------------------------------------------------------------------------------
# Original mod settings (specific)
# -------------------------------------------------------------------------------------------------
# 3d_armor
# Increase this value if you get initialisation glitches when a player joins
unilib_armour_init_delay (Armour initialisation delay) int 2
# Increase this value if armour is not deposited in bones due to server lag
unilib_armour_bones_delay (Delay armour in bones) int 1
# How often player armour items are updated
unilib_armour_update_time (Armour refresh rate, in seconds) int 1
# Flag set to true if a player drops armour when they die
unilib_armour_drop_flag (Drop armour on death) bool true
# Flag set to true if armour is pulverised when a player dies (overrides unilib.armour_drop_flag)
unilib_armour_destroy_flag (Pulverise armour on death) bool false
# Armour effectiveness factor. Change the value to increase or decrease effectiveness, e.g. use 0.5
# to reduce effectiveness by half
unilib_armour_level_multiplier (Armour effectiveness multiplier) float 1
# Armour healing factor. Change the value to increase or decrease overall armour healing, e.g. use 0
# to disable healing altogether
unilib_armour_heal_multiplier (Armour healing multiplier) float 1
# Armour set string. Add or remove bodyparts from this string to specify what comprises a full set
# of armour
unilib_armour_set_bodyparts (Items in a full set of armour) string head torso hands legs feet shield
# Armour set multiplier, setting the bonus for a player who is wearing a full set of armour. Set to
# the same value as unilib_armour_level_multiplier to disable the bonus
unilib_armour_set_multiplier (Set of armour bonus multiplier) float 1.1
# Flag set to true to enable water protection (periodically restores breath when activated)
unilib_armour_water_protect_flag (Enable armour water protection) bool true
# Flag set to true to enable fire protection
unilib_armour_fire_protect_flag (Enable armour fire protection) bool false
# Flag set to true to enable fire damage from torches
unilib_armour_fire_protect_torch_flag (Enable armour torch protection) bool false
# Flag set to true to enable punch damage effects
unilib_armour_punch_damage_flag (Enable damage effects on armour) bool true
# Flag set to true if armour is not visible on the player model
unilib_armour_transparent_flag (Enable transparent armour) bool false
# Flag set to true to disable shield sounds
unilib_armour_disable_shield_sound_flag (Disable shield sounds) bool false
# advtrains
# Flag set to true if train platforms should be created for all suitable stone nodes. Automatically
# set back to false if advtrains is not loaded
unilib_advtrains_update_flag (Create advtrains platforms from unilib stones) bool true
# beacons
# Max height (in blocks) of a beacon, or 0 for infinite height
unilib_beacons_height_max (Max height of a beacon, or 0 for infinite height) int 0
# beautiflowers
# Amount of flowers to be generated (5 = normal, < 5 few, > 5 many)
unilib_beautiflowers_spawn_ratio (Amount of beautiflowers to be created) int 5
# biome_lib
# For replacing biome_lib.register_on_generate() calls, a factor by which the equivalent
# decoration's .fill_ratio is multiplied, so that the decorations are not too numerous
unilib_biome_lib_spawn_factor (Reduce spawning of biome_lib decorations by factor) float 0.1
# For replacing biome_lib.register_active_spawner() calls, the static value for the decoration's
# .fill_ratio
unilib_biome_lib_fill_ratio (Static value for biome_lib decorations) float 0.001
# cement
# Lighten the shade of rough concrete, reducing the contrast between it and its smooth concrete
# equivalent (as in the original mod's code). It's recommended to enable this setting if using
# unifieddyes, and disable it if not
unilib_concrete_reduce_contrast_flag (Reduce contrast between normal concretes) bool false
# cheese
# Allow imitation milks such as soy to be used in the cheese production process
unilib_cheese_allow_imitation_flag (Use imitation milks in cheese production) bool true
# cottages
# Flag set to true if items from the cottages mode should be tweaked for slower computers
unilib_cottages_slow_flag (Tweak cottages code for slower machines) bool false
# Flag set to true if pitchforks should be able to dig all "fertile" turfs; false if they should dig
# only ordinary dirt with turf
unilib_cottages_versatile_pitchfork_flag (Pitchforks make hay from all turfs) bool false
# The style of country roads to create (when the "road_country" package is loaded): "simple" for
# full nodes with straight roads and no curves or junctions, "flat" for full nodes with curves and
# junctions, "nodebox" like flat, but has a nodebox that fits to the node, "mesh" like nodebox, but
# using a nice, roundish model
unilib_cottages_road_mode ("simple"/"flat"/"nodebox"/"mesh" country roads) string mesh
# cropocalypse
# Flag set to true to allow saltwater kelp "farming" in jars, providing a limitless food source
unilib_cropocalypse_infinite_kelp_flag (Infinite saltwater kelp farming) bool false
# cucina_vegana
# Flag set to false for "farming" mod crops, true for "farming_redo" crops
unilib_cucina_vegana_redo_flag (Create farming_redo style crops) bool true
# death_compass
# False to use realistic compass textures; true to use bony compass textures
unilib_death_compass_spooky_flag (Death compass uses spooky images) bool false
# The number of seconds for which a death compass will remain active. Use 0 to let the compass be
# active indefinitely
unilib_death_compass_duration (Duration of death compass) int 0
# Give a death compass to a player automatically, when they die
unilib_death_compass_auto_flag (Give death compass to player on death) bool false
# drinks
# Reduce the number of juices registered to just those available in the original "drinks" mod
unilib_drinks_restrict_original_flag (Create only juices from the original drinks mod) bool false
# Reduce the number of juices registered to just those made from unilib fruits (including some
# berries)
unilib_drinks_restrict_fruit_flag (Create only juices made from fruit) bool false
# earthbuild
# Flag set to true if the turf cutter can be used on all compatible dirt-with-turf nodes, or false
# if it can only be used on ordinary dirt with turf (as in the original mod)
unilib_earthbuild_extend_cutter_flag (Tool cutter works on most dirt-with-turf nodes) bool false
# ethereal-ng
# Maximum fishing time, in seconds (the minimum is a third of this value; the maximum can be further
# reduced by 20 seconds using bait, so don't use a value lower than 25)
unilib_ethereal_fishing_time (Maximum fishing time) int 45
# Flag set to true if fishing should produce fewer fish, and more junk items (makes fishing harder)
unilib_ethereal_fishing_hard_flag (Makes fishing harder) bool false
# facade, mymillwork
# Flag for carving and milling machines. Set to true if only the owner can use them, set to false if
# everyone can use them. Even when false, only the owner can remove the machine
unilib_protect_machines_flag (Only owner can use carving/milling machines) bool false
# fachwerk
# Fachwerk provides some timber-frame nodes that are actually duplicates, once they have been
# adjusted with a screwdriver. Flag set to true to omit the duplicates, or false to provide all
# all timber-frame nodes
unilib_fachwerk_all_frames_flag (Provide more timber-framed nodes) bool false
# unilib packages based on fachwerk can create a large number of timber-frame nodes that weren't
# present in the original (using baked clay and various glass nodes). Flag set to true to allow
# this, or false to not
unilib_fachwerk_extra_nodes_flag (Provide more timber-framed nodes) bool false
# flowerpot
# Flag set to true if all suitable flowers can be added to compatible flowerpots
unilib_flowerpot_add_flowers_flag (Add all suitable flowers to compatible flowerpots) bool true
# Flag set to true if all suitable mushrooms can be added to compatible flowerpots
unilib_flowerpot_add_mushrooms_flag (Add all suitable mushrooms to compatible flowerpots) bool false
# Flag set to true if all suitable ferns, grasses and plants can be added to compatible flowerpots
unilib_flowerpot_add_plants_flag (Add all suitable plants to compatible flowerpots) bool false
# Flag set to true if all suitable saplings can be added to compatible flowerpots
unilib_flowerpot_add_saplings_flag (Add all suitable saplings to compatible flowerpots) bool false
# GLEM
# Flag set to true if GLEM biome blending should be enabled
unilib_glem_biome_blend_flag (Blend GLEM biomes) bool true
# hangglider
# Warning time, in seconds, before hanggliders are shot down in no-fly zones
unilib_hangglider_warning_time (No-fly zone warning time) int 3
# mesecons
# Flag set to true if mesecon circuits should automatically open/close doors
unilib_mesecons_door_flag (Mesecon circuits can open/close doors) bool true
# Flag set to true if mesecon circuits should automatically open/close trapdoors
unilib_mesecons_trapdoor_flag (Mesecon circuits can open/close trapdoors) bool true
# moreblocks
# Flag set to true if stone/glass traps should look very similar to the non-trap node; false if they
# are easily distinguishable (as in the original code)
unilib_moreblocks_hidden_trap_flag (Glass/stone traps are hard to see) bool false
# naturalslopeslib
# Which method to use when generating a new area - "VoxelManip" or "progressive"
# "VoxelManip" (default) is the most efficient method, but the area will be available only once it
# is completely updated. This may be resource intensive, but is the preferred method as map
# generation is optimised to avoid impacting the game
# "progressive" is much slower, but the area is available immediately in its untransformed shape.
# The nodes will be updated one after another while the game is idle. This method is preferred on
# single-core CPUs that cannot benefit from map generation optimisation, or alternatively when areas
# are taking too long to emerge or if you prefer to see mountains smoothing themselves progressively
unilib_slopes_generation_method (Slope generation method) enum VoxelManip VoxelManip,progressive
# Rendering mode for slopes. The value of this setting only affects the visuals. The collision boxes
# boxes always match the cubic style
# Values are "cubic" (default; divides blocks into 8 and gives them a stair-like look), "smooth"
# (uses smooth triangles), "rough" (shows more accidental slopes)
unilib_slopes_rendering_mode (Slope rendering mode) enum cubic cubic,smooth,rough
# Flag set to true to enable updating node shapes when the world is generated. This will probably
# put a lot of pressure on the server (but hopefully it doesn't happen that frequently)
unilib_slopes_update_on_generate_flag (Update slope shapes on generation) bool true
# Flag set to true to enable updating node shapes when a node is dug/placed
unilib_slopes_update_on_dig_place_flag (Update slope shapes on dig and place) bool true
# Inverted chance factor for shape generation. The smaller the value, the more likely the node is
# generated in its updated shape. A value of 0.1 corresponds to 10 times more likely
unilib_slopes_update_on_generate_factor (Slope generation factor) float 0.05 0
# Inverted chance factor when stomping. The smaller the value, the more likely the node will be
# updated when walking on it. A value of 0.1 corresponds to 10 times more likely
unilib_slopes_update_on_stomp_factor (Slope stomp factor) float 1.0 0
# Inverted chance factor when digging/placing. The smaller the value, the more likely the node will
# be updated when the neighbouring nodes change. A value of 0.1 corresponds to 10 times more likely
unilib_slopes_update_on_dig_place_factor (Slope dig/place factor) float 1.0 0
# Inverted chance factor for updating over time. The smaller the value, the more likely the node
# will be updated over time. A value of 0.1 corresponds to 10 times more likely
unilib_slopes_update_on_dig_place_factor (Slope time factor) float 1.0 0
# Number of nodes to skip when generating an area. The higher the value, the fewer the nodes that
# can be updated (dramatically reducing the load on server resources)
unilib_slopes_skip_nodes_on_generate (Skip nodes during slope generation) int 0 0
# Flag set to true to prevent new updates and revert slopes to their originial block shape when they
# are loaded. Enable this setting if you would like to deactive natural slopes in existing worlds.
# The revert cannot be undone once blocks are loaded
unilib_slopes_enable_revert_flag (Revert slopes to original form) bool false
# nettle
# Damage factor for nettles (default value is 1)
unilib_nettle_damage_factor (Damage factor for nettles) float 1.0
# nsspf
# Scarcity factor. In the original code, mushrooms/fungi are extremely common (and therefore food is
# easy to find). Increase this value to make NSSPF mushrooms/fungi more scarce
unilib_nsspf_scarcity_factor (Make mushrooms/fungi more scarce) float 1.0
# Flag set to true if truffles can be found on the surface (ideal for servers); false if they are
# found just beneath the surface (ideal for single player worlds)
unilib_nsspf_exposed_truffle_flag (Place truffles at surface) bool false
# pedology
# Drip mode (applies to certain items from pedology): "none" - don't use water drips, "entity" -
# use entity-based water drips, "particle" - use particle-based water drips
unilib_pedology_drip_mode (Drip mode for permeable materials) string none
# Minimum light level at which permeable nodes dry out from direct sunlight
unilib_pedology_dry_light (Minimum light at which permeable nodes dry out) int 13
# plantlife
# Use larger textures for ordinary grass
unilib_plantlife_long_grass_flag (Use longer textures for ordinary grass) bool false
# Flag set to true is poison ivy grows on a range of suitable surfaces, false if it grows only on a
# small selection of nodes (as in the original code)
unilib_plantlife_poison_ivy_unfussy_flag (Posion ivy grows on many surfaces) bool false
# Flag set to true if poison ivy requires light (but not too much) to grow, false if poison ivy
# grows in all all conditions
unilib_plantlife_poison_ivy_light_flag (Poison ivy requires suitable light to grow) bool false
# Flag set to true if poison ivy is actually poisonous, false if it is harmless (as in the original
# mod)
unilib_plantlife_poison_ivy_poison_flag (Poison ivy is actually poisonous) bool false
# real_torch
# Minimum time (in seconds) after which an ordinary torch burns out, becoming an unlit torch
unilib_real_torch_min_time (Minimum burn time for ordinary torches) int 480
# Maximum time (in seconds) after which an ordinary torch burns out, becoming an unlit torch
unilib_real_torch_max_time (Maximum burn time for ordinary torches) int 600
# scaffolding
# Flag set to true if removing the tower automatically removes surrounding platforms; if false, the
# the player should remove the platform before removing the tower
unilib_scaffolding_quick_remove_flag (Remove scaffold towers and platforms together) bool false
# sickles
# Flag set to true if scythes should use the mechanic from the sickles mod (replant crops/produce
# in the surrounding soil), false if scythes should use the mechanic from the farming_redo mod
# (harvested crops/produce and seeds are dropped to the ground)
unilib_sickles_replant_flag (Scythes replant seeds) bool true
# Flag set to true if the sickle mechanic should override the pitchfork mechanic inherited from the
# the cottages mod
unilib_sickles_override_pitchfork_flag (Override pitchfork with sickle mechanic) bool false
# snow
# Flag set to true to reduce the system resources required to produce falling snowflakes
unilib_snow_reduce_snowflakes_flag (Reduce snowflakes) bool true
# technic
# Flag set to true if technic should be given grinding recipes for suitable stone types, metal lumps
# and mineral lumps. Automatically set back to false if technic is not loaded
unilib_technic_update_flag (Add technic grinding recipes) bool true
# Flag set to true if technic should be given additional recipes, mostly for foods and ingredients
# (this may include grinder recipes)
unilib_technic_extra_flag (Add extra technic recipes) bool true
# How much powder is produced when grinding metal ores (minimum 1, recommended 2)
unilib_technic_grind_metal_ratio (Amount of powder produced by grinding metal ore) int 2
# How much powder is produced when grinding mineral ores (minimum 1, recommended 2)
unilib_technic_grind_mineral_ratio (Amount of powder produced by grinding mineral ore) int 2
# How much powder is produced when grinding stone (minimum 1, recommended 1)
unilib_technic_grind_stone_ratio (Amount of powder produced by grinding stone) int 1
# toolranks
# Flag set to true if toolranks should be enabled for compatible tools
unilib_toolranks_enable_flag (Enable toolranks) bool false
# Number of levels for toolranks
unilib_toolranks_max_levels (Number of toolranks levels) int 10
# Number of nodes that need to be dug to reach the next tool level
unilib_toolranks_nodes_per_level (Digs per toolranks level) int 500
# Maximum dig speed multiplier for toolranks (1.0 to disable)
unilib_toolranks_speed_multiplier (Dig speed multiplier) float 2.0 1.0 10.0
# Maximum durability multiplier for toolranks (1.0 to disable)
unilib_toolranks_use_multiplier (Durability multiplier) float 2.0 1.0 10.0
# Flag set to true if the server's most advanced tool should be announced in chat
unilib_toolranks_announce_flag (Announce best tool in chat) bool false
# Flag set to true if levelling should be progressive (each new level takes 50% more time than the
# previous one)
unilib_toolranks_progressive_flag (Progressive levelling) bool true
# Flag set to true if the tool's description should show how long until level-up
unilib_toolranks_countdown_flag (Show nodes to next level) bool true
# towercrane
# Maximum crane height in nodes (8..n)
unilib_crane_max_height (Maximum crane height) int 32
# Maximum crane width in nodes (8..n)
unilib_crane_max_width (Maximum crane width) int 32
# Crane rope length in nodes (max_height .. max_height+x). If the rope length is larger than the
# crane height, the crane can be placed on buildings and the player still reaches the ground
unilib_crane_rope_length (Crane rope length) int 40
# trash_can
# Allow player to throw items into rubbish bin / dumpster (requires some additional processing time)
unilib_trash_can_throw_flag (Allow throwing into bins) bool false
# tsm_pyramids
# Flag set to true if sandstone traps collapse under the player, false if they are merely decorative
unilib_tsm_pyramids_real_trap_flag (Sandstone traps collapse under player) bool true
# underch, uchu
# Flag set to true if code adapted from underch should be modified to include updates in uchu. Note
# that the inclusion of compressed/condensed cobble depends on a separate setting
unilib_underch_tweak_flag (Allow tweaks to code adapted from underch) bool false
# Flag set to true if flowing ordinary lava should cool into basalt, rather than cooling into
# ordinary stone (i.e. set to true to apply the underch override)
unilib_underch_override_abm_flag (Flowing lava cools into basalt) bool false
# unifieddyes
# Flag set to true if suitable items can be dyed. Automatically set back to false if unifieddyes is
# not loaded
unilib_unifieddyes_update_flag (Some items can be dyed) bool true
# unified_inventory
# Flag set to true if unified_inventory should be given textures for group craft recipes.
# Automatically set back to false if unified_inventory is not loaded
unilib_unified_inventory_update_flag (Update unified_inventory groups) bool true
# xdecor
# Flag set to true to use xdecor's method for making tools "glow" (due to enchantment, etc); false
# to use unilib's original method
unilib_xdecor_glow_flag (Use original xdecor glow on tools) bool false
# The number of paintings from the xdecor collection to include. unilib provides twenty textures
# in each of three sets (small, landscape and portrait), so use a value between 1 and 20
unilib_xdecor_painting_count (Number of paintings in each set) int 20
# -------------------------------------------------------------------------------------------------
# Biome/decoration/ore settings
# -------------------------------------------------------------------------------------------------
# Flag set to true if a truly random seed offset is applied to decorations and ores, so that
# distributions are different in each world
unilib_random_seed_offset_flag (Decorations and ores use randomised seeds) bool false
# Flag set to true if a seed offset derived from the mapgen seed is applied to decorations and ores,
# so that distributions are different for each mapgen seed. Ignored if the random seed offset if
# enabled
unilib_mapgen_seed_offset_flag (Decorations and ores use mapgen-derived seeds) bool false
# -------------------------------------------------------------------------------------------------
# Environment settings
# -------------------------------------------------------------------------------------------------
# Super stones - a set of stone types that can be used to craft derivative products (for example, we
# don't create timber-framed nodes from every available stone, but only from super stones). Note
# that some items may not be available in every stone type (e.g. sandstones, stones of a hardness
# that could produce cobble/rubble variants, but don't). If the set contains the word "everything",
# then all suitable stones are super stones. If the set contains the word "nothing", then no stones
# are super stones, overriding "everything"
unilib_super_stone_set (Super stone types used in multiple craft recipes) string desert ordinary
# Super dirts - a set of dirt types that can be used to craft derivative products (for example, we
# don't create country roads from every available dirt, but only from super dirts). Packages can
# decide for themselves whether to create derivative products from just dirts, or (for example) from
# dirts-with-turf. If the set contains the word "everything", then all suitable dirts are super
# dirts. If the set contains the word "nothing", then no dirts are super dirts, overriding
# "everything". Both dirt types and item names can be specified, e.g. for "unilib:dirt_ordinary",
# specify either "ordinary" or "dirt_ordinary". Other items occasionally combined with turfs or dirt
# covers can also be specified; e.g. for "unilib:clay_red" specify "clay_red"
unilib_super_dirt_set (Super dirt types used in multiple craft recipes) string dry ordinary
# Super trees - a set of tree types that can be used to craft derivative products (for example, we
# we don't create bookshelves out of every available tree, but only from super trees). Note that
# some items may not be available in every tree type (e.g. wooden boats). Note also that fences/
# gates are created for every tree, when possible. If the set contains the word "everything", then
# all suitable trees are super trees (some trees are not suitable, usually because they have no wood
# nodes). If the set contains the word "nothing", then no trees are super trees, overriding
# "everything"
unilib_super_tree_set (Super tree types used in multiple craft recipes) string acacia aspen apple jungle pine
# Flag set to true if cobble/rubble blocks can be compressed and condensed
unilib_squeezed_stone_flag (Cobble/rubble can be compressed/condensed) bool false
# Flag set to true if gravel blocks can be compressed. Note that ordinary gravel can't be
# compressed, as it drops flint
unilib_squeezed_gravel_flag (Gravel can be compressed) bool false
# Flag set to true if dirt blocks can be compressed
unilib_squeezed_dirt_flag (Dirt can be compressed) bool false
# Flag set to true if sand blocks can be compressed
unilib_squeezed_sand_flag (Sand can be compressed) bool false
# Flag set to true if metal blocks can be compressed
unilib_squeezed_metal_flag (Metal blocks can be compressed) bool false
# Flag set to true if tree leaves (but not bush leaves) can be compacted
unilib_squeezed_leaves_flag (Leaves can be compacted) bool false
# Flag set to true if technic compressors/compactors should be used to craft squeezed blocks, false
# if simple (but unrealistic) crafting recipes can be used
unilib_squeezed_technic_flag (Use technic machines for compressing/condensing/compacting) bool true
# Flag set to true if squeezed block should have a maximum stack size of 999, false if they should
# have the default stack size (99)
unilib_squeezed_overstack_flag (Compressed/compacted/condensed blocks have stacks of 999) bool false
# In the original mods, some stones have unrealistic hardnesses (e.g. sandstones in minetest_game).
# Flag set to true if these should be replaced by a "real-world" hardness
unilib_real_stone_hardness_flag (Stones have real-life hardness) bool false
# Sandstones should not produce cobble or rubble when dug, by default. When the original mod
# specifies a cobble or rubble, that choice is respected. Otherwise, cobble or rubble is produced
# only when this flag is true
unilib_sandstone_cobble_rubble_flag (Many sandstones produce cobble or rubble, when dug) bool false
# The rate at which various sands and gravels drop bonus items (for example, use 16 to make ordinary
# gravel drop flint at a rate of 1 in 16). Minimum value 1, or use 0 to disable the bonus drops
# altogether
unilib_gravel_sand_bonus_rate (Rate at which gravels/sands drop bonus items) int 16
# Flag set to true if caves chop through (most) dirt nodes, including dirt-with-turf nodes
unilib_caves_chop_dirt_flag (Caves chop through dirt) bool true
# Flag set to true if dirt-with-turf nodes should use the top texture on all sides (except the
# bottom); if false, both the turf and the dirt is usually visible on the sides
unilib_overgrown_turf_flag (Only turf visible on sides of dirt-with-turf nodes) bool false
# Flag set to true if turf can spread from a dirt-with-turf node to any neighbouring dirt node;
# false if the turf can spread only to a neighbouring dirt node if it's the same type of dirt
unilib_unfussy_turf_flag (Turfs can spread to any neighbouring dirt) bool false
# Flag set to true if custom dirts should be created on demand (i.e. when used in a custom biome),
# or false if all possible custom dirts should be created
unilib_dirt_on_demand_flag (Create custom dirts on demand) bool true
# Flag set to true if dirts with turf/cover/litter should be invisible in the creative inventory,
# false if they should be visible as normal (doesn't affect uncovered dirt nodes)
unilib_show_covered_dirt_flag (Show covered dirt in creative inventory) bool true
# Flag set to true if (most) grasses should not drop themselves, but still drop any seeds etc, as in
# certain commercial voxel games
unilib_disable_grass_drop_flag (Grasses don't drop themselves) bool false
# Flag set to true if trees with trunk nodes should collapse, one column at a time, when a trunk
# node is dug
unilib_weak_tree_flag (Tree trunks collapse in columns, when dug) bool false
# Flag set to true if only trees with "slim" trunks should collapse, when a trunk node is dug.
# Ignored if the flag above is set
unilib_weak_slim_tree_flag (Only slim tree trunks collapse in columns, when dug) bool false
# Flag set to true if wooden planks, when placed in the world, should be auto-rotated to face a
# standard direction
unilib_auto_rotate_wood_flag (Auto-rotate wooden planks when placed) bool false
# Flag set to true if "slim" tree trunks produce only two wood nodes, instead of four (as usual)
unilib_reduced_wood_flag (Slim trunks produce less wood) bool false
# Flag set to true if leaves should be 3d-rendered in the player's inventory and when wielded, false
# if not. (You may find it easier to distinguish leaves in the inventory when they are not
# 3d-rendered)
unilib_rendered_leaves_flag (3d-rendered leaves in inventory) bool false
# Flag set to true if trees should have plant-like leaves (which can improve frame rates for some
# users, without resorting to making leaves opaque)
unilib_plantlike_leaves_flag (Plant-like leaves for better framerates) bool false
# Flag set to true if the player can walk on leaves, false if not
unilib_walkable_leaves_flag (Walkable leaves) bool false
# Flag set to true if most fruit, nuts, cones etc should regrow after being picked
unilib_regrow_fruit_flag (Fruit regrows automatically) bool false
# Flag set to true if most leaves should drop ordinary sticks (as well as saplings)
unilib_leaves_drop_sticks_flag (Leaves drop sticks as well as sapling) bool false
# When a remix decorations.csv specifies "treelog" decorations, each log schematic should have the
# same scarcity as the corresponding tree schematics. The log probabilities are then multipled by
# this value, so that the ratio of trees to logs can be set in a uniform way across all biomes. Use
# the value 0 to disable treelog decorations from CSVs altogether
unilib_tree_to_log_factor (Ratio of trees to logs for compatible remixes) float 0.1
# Minimum sapling growth time, in seconds. Actual time is a random value between the minimum/maximum
# times
unilib_sapling_grow_min (Minimum sapling growth time) int 300
# Maxium sapling growth time, in seconds. Actual time is a random value between the minimum/maximum
# times
unilib_sapling_grow_max (Maximum sapling growth time) int 1500
# Standard sapling growth time, in seconds, when a non-random value is required
unilib_sapling_grow_default (Non-random sapling growth time) int 300
# Sapling growth retry time, in seconds (if growth cannot occur, the time before trying again)
unilib_sapling_grow_retry (Sapling growth retry time) int 300
# Flag set to true if sapling growth times should be replaced with very short values (5 seconds) for
# testing purposes. If true, overrides the growths settings above
unilib_sapling_quick_grow_flag (Very quick sapling growth for testing) bool false
# Flag set to true if tree sapling growth times should be adjusted, based on the height of the tree
# (so redwoods take much longer to grow, on average, than acacia trees). Does not work with trees
# using custom/LBM code, or with bushes, or when very quick sapling growth for testing is enabled
unilib_sapling_variable_grow_flag (Average sapling growth time depends on tree height) bool false
# Flag set to true if a sapling that requires specific dirts can grow on any dirt, if the specific
# dirts have not been loaded
unilib_sapling_override_flag (If saplings require an unavailable dirt, can grow anywhere) bool true
# Flag set to true if all saplings should grow on all dirts, overriding package preferences
unilib_sapling_everywhere_flag (All saplings can grow on all dirts) bool false
# Flag set to true if saplings which can't grow anywhere should include, in their descriptions, a
# list of compatible surface nodes
unilib_sapling_grow_hint_flag (Show compatible surfaces in sapling descriptions) bool false
# Flag set to true if that list should omit any surface nodes that don't exist (this should work
# well, as long as external mods appear in unilib's mod.conf, and as long as packages list their
# dependencies)
unilib_sapling_grow_hint_omit_flag (Omit missing nodes from sapling hints) bool true
# Standard growth time, in seconds, for a stage of crop/produce growth
unilib_farming_grow_default (Length of growth stage for crops/produce, in seconds) int 160
# Flag set to true if flora should be floodable (items are destroyed by a flowing liquid). This
# setting applies to most flowers, plants, mushrooms, ferns, crops, produce (even those from other
# mods)
unilib_floodable_flora_flag (Flora are destroyed in flowing liquids) bool false
# Flag set to true if flora should be flushable (items are uprooted by a flowing liquid, as in
# Minecraft). If the floodable flag is also true, this one takes precedence
unilib_flushable_flora_flag (Flora are uprooted in flowing liquids) bool false
# Flag set to true if papyrus should be impassable
unilib_blocking_papyrus_flag (Papyrus is impassable) bool true
# Flag set to true if waterlilies should be walkable
unilib_walkable_waterlilies_flag (Waterlilies are walkable) bool true
# ABM spread factor. If 1, flora, mushrooms and turf spread at their normal rate. If 2, they spread
# twice as quickly. If 0.5, they spread twice as slowly
unilib_abm_spread_factor (Flora/mushrooms/turf spread factor) float 1.0
# -------------------------------------------------------------------------------------------------
# Non-environment settings
# -------------------------------------------------------------------------------------------------
# Flag set to true if brick blocks (including decorative bricks), when placed in the world, should
# be auto-rotated to face a standard direction
unilib_auto_rotate_brick_flag (Auto-rotate brick blocks when placed) bool false
# Flag to allow player to craft dyes from crops, fruit, etc. (Note that almost all flowers can be
# used to craft dyes, by default)
unilib_dye_from_crops_flag (Craft dyes from crops) bool false
unilib_dye_from_fruit_flag (Craft dyes from fruit) bool false
unilib_dye_from_produce_flag (Craft dyes from produce) bool false
# -------------------------------------------------------------------------------------------------
# Stair/wall/carving settings
# -------------------------------------------------------------------------------------------------
# Flag set to true if suitable nodes (stone, wood etc) should be given basic stairs
unilib_add_stairs_basic_flag (Enable basic stairs) bool true
# Flag set to true if basic stairs should appear in the creative inventory
unilib_show_stairs_basic_flag (Show basic stairs in creative inventory) bool false
# Flag set to true if basic stairs crafted from super stones and super trees should appear in the
# creative inventory; if true, this flag overrides unilib.show_stairs_basic_flag
#
# This setting affects smooth stones, cobblestones and wood (but not bricks, blocks or tree panels)
#
# Note that the "unified_inventory" mob won't be able to display any craft recipes using stair
# groups if both "show" flags are false; note also that basic stairs aren't created at all if the
# "enable" flag is false
unilib_show_stairs_super_flag (Always show basic stairs from super stones/trees) bool true
# Flag set to true if suitable nodes should be given stairs from the stairs_redo mod
unilib_add_stairs_stairs_redo_flag (Enable stairs from stairs_redo) bool false
# Flag set to true if stairs from stairs_redo should appear in the creative inventory
unilib_show_stairs_stairs_redo_flag (Show stairs from stairs_redo in creative inventory) bool false
# Flag set to true if suitable nodes should be given stairs from the stairsplus mod
unilib_add_stairs_stairsplus_flag (Enable stairs from stairsplus) bool false
# Flag set to true if stairs from stairsplus should appear in the creative inventory
unilib_show_stairs_stairsplus_flag (Show stairs from stairsplus in creative inventory) bool false
# Flag set to true if suitable nodes should be given stairs from the moreblocks mod
unilib_add_stairs_moreblocks_flag (Enable stairs from moreblocks) bool false
# Flag set to true if stairs from moreblocks should appear in the creative inventory
unilib_show_stairs_moreblocks_flag (Show stairs from moreblocks in creative inventory) bool false
# Flag set to true if suitable nodes should be given stairs from the plantlife mod
unilib_add_stairs_plantlife_flag (Enable stairs from plantlife) bool false
# Flag set to true if stairs from plantlife should appear in the creative inventory
unilib_show_stairs_plantlife_flag (Show stairs from plantlife in creative inventory) bool false
# Flag set to true if suitable nodes should be given stairs from the castle modpack
unilib_add_stairs_castle_flag (Enable stairs from castle modpack) bool false
# Flag set to true if stairs from the castle modpack should appear in the creative inventory
unilib_show_stairs_castle_flag (Show stairs from castle modpack in creative inventory) bool false
# Flag set to true if suitable nodes should be given stairs from the pkarcs modpack
unilib_add_stairs_pkarcs_flag (Enable stairs from pkarcs modpack) bool false
# Flag set to true if stairs from the pkarcs modpack should appear in the creative inventory
unilib_show_stairs_pkarcs_flag (Show stairs from pkarcs modpack in creative inventory) bool false
# Flag set to true if stairs made from smooth stone just drop stairs made from cobblestone, when
# dug (applies to all suitable stair nodes)
unilib_convert_stairs_on_drop_flag (Convert smooth stairs to cobble when dug) bool true
# Flag set to true if the amount of light generated by stairs as light sources reduces by volume,
# false if not (the effect is more drastic than for moreblocks)
unilib_reduce_stair_light_flag (Light from stairs depends on volume) bool true
# Flag set to true if node roation is handled as it is in moreblocks; false when node rotation is
# is handled as it is minetest_game/stairs. Note that moreblocks-style rotation is not applied to
# to stair types from plantlife. Note also that separate code handles rotation for stair types from
# pkarcs, ignoring other settings
unilib_advanced_stair_rotation_flag (Enable advanced node rotation) bool true
# Flag set to true if suitable nodes (mostly stone) should be given walls
unilib_add_walls_flag (Enable walls for suitable nodes) bool true
# Flag set to true if suitable nodes (stone, wood etc) should be given column carvings
unilib_add_carvings_column_flag (Enable column carvings) bool true
# Flag set to true if column carvings should appear in the creative inventory
unilib_show_carvings_column_flag (Show column carvings in creative inventory) bool false
# Flag set to true if suitable nodes (stone, wood etc) should be given facade carvings
unilib_add_carvings_facade_flag (Enable facade carvings) bool false
# Flag set to true if facade carvings should appear in the creative inventory
unilib_show_carvings_facade_flag (Show facade carvings in creative inventory) bool false
# Flag set to true if suitable nodes (stone, wood etc) should be given millwork carvings
unilib_add_carvings_millwork_flag (Enable millwork carvings) bool false
# Flag set to true if millwork carvings should appear in the creative inventory
unilib_show_carvings_millwork_flag (Show millwork carvings in creative inventory) bool false
# Flag set to true if suitable nodes (stone, wood etc) should be given farlands carvings
unilib_add_carvings_farlands_flag (Enable farlands carvings) bool false
# Flag set to true if millwork carvings should appear in the creative inventory
unilib_show_carvings_farlands_flag (Show farlands carvings in creative inventory) bool false
# Flag set to true if the amount of light generated by carvings as light sources reduces by volume,
# false if not (the effect is less drastic than for stair nodes in moreblocks)
unilib_reduce_carving_light_flag (Reduce light from carvings) bool true
# -------------------------------------------------------------------------------------------------
# Player effects settings
# -------------------------------------------------------------------------------------------------
# Flag set to true if special effects should be applied to Minetest builtin entities
# Currently includes the following special effects: objects burn up in lava
unilib_builtin_entity_effects_flag (Apply special effects to builtin entities) bool false
# Flag set to true if the player should be warned that their tool is about to break
unilib_tool_warn_break_flag (Warn player before tool breaks) bool true
# The speed at which tools are repaired in an anvil or similar device, using a hammer. 1 to repair
# the tool with a single punch, 0.1 to repair 10% of wear with a single punch
unilib_tool_repair_factor (Speed of tool repair in anvils) float 0.075
# Limit a tool's repairability by this factor, every time it is used with an anvil or similar
# device. Suggested values: 0.1 to make a tool repairable 100 times, 0.01 to make a tool repairable
# 1000 times, or 0 to make tools repairable any number of times
unilib_tool_limit_repair_factor (Limit tool repair over time) float 0.0
# Flag set to true if players respawn at the bed they last lay on, set to false for a normal respawn
unilib_bed_respawn_flag (Respawn in bed) bool true
# Flag set to true to make (most) beds bouncy
unilib_bed_bouncy_flag (Make most beds bouncy) bool true
# Flag set to true if bright items, when wielded, illuminate the player's surroundings
unilib_wield_light_flag (Bright items illuminate player's surroundings) bool false
# Flag set to true to pick up items automatically (Minecraft-style)
unilib_magnet_auto_get_flag (Pick up nearby items automatically) bool false
# Flag set to true to drop items automatically, when dug (Minecraft-style)
unilib_magnet_auto_drop_flag (Drop items automatically on dig) bool false
# Flag set to true if a key should be pressed to auto-get items
unilib_magnet_get_key_flag (Use a key to pick up items) bool true
# Flag set to true if a key should NOT be pressed in order to auto-get items
unilib_magnet_no_get_key_flag (Use a key to pick up items) bool true
# The auto-get keytype
unilib_magnet_get_key_type (Auto-get keytype) enum Use Use,Sneak,LeftAndRight,RMB,SneakAndRMB
# The volume of the auto-get sound
unilib_magnet_auto_get_volume (Auto-get volume) float 0.4
# Flag set to true to display particles on auto-get
unilib_magnet_auto_get_particle_flag (Show particles on auto-get) bool true
# The magnet radius (in blocks) in which auto-get works
unilib_magnet_auto_get_radius (Auto-get radius) float 0.75
# The magnet radius (in blocks) in which items fly towards the player. Set to -1 to disable item
# flying
unilib_magnet_auto_fly_radius (Magnet radius) float -1.0
# Maximum item flight duration, in seconds. After the time has elapsed, items are added to the
# player's inventory
unilib_magnet_auto_fly_time (Magnet time) float 5.0
# Time delay (in seconds) before auto-getting an item if it's dropped by a player
unilib_magnet_auto_get_delay (Auto-get delay after drop) float 0.5
# Flag set to true if getting an item using a mouse click is enabled
unilib_magnet_click_get_flag (Get using a mouse) bool true
# Standard HUD position (collects all text-based HUDs into a single area of the screen). Use "top"
# to place the HUD at the top of the screen (below the chat window), "middle" to place it near the
# top, below the chat window, or "bottom" to place it near the bottom, above the statbars. Default
# is "middle"
unilib_hud_standard_posn (Text hud position, "top"/"middle"/"bottom") string middle
# Flag set to true if text in the Standard HUD can use colour; false otherwise. Disable the setting
# if you find the coloured text difficult to read
unilib_hud_standard_colour_flag (Permit coloured text in Standard HUD) bool true
# Hotbar size, a value between 1 and 32. Use 0 if you don't want to interfere with the hotbar size
unilib_hotbar_size (Hotbar size, 1-32) int 8
# Flag set to true to enabled advanced cuisine (eating the same food types reduces their satiating
# effect; drinks improve hydration if enabled, otherwise behave as foods)
unilib_cuisine_advanced_flag (Advanced eating/drinking) bool false
# Size of the cuisine history (a list of food groups, so the actual number of food items eaten may
# be fewer). The larger the number, the more a player must vary their diet
unilib_cuisine_history_max_size (Size of cuisine history) int 10
# Satiation bonus, applied when the player eats something new (ignored if player activity statistics
# are disabled). Use 2 to double the satiation for eating a new food, or 0.5 to halve it. Bonus does
# not apply to poisonous/zero-satiation items, or to drinks when hydration is enabled
unilib_cuisine_novelty_factor (Satiation multiplication factor for new foods) float 1.5
# Flag set to true to enable player hunger (as separate from player health). This flag is
# automatically disabled in any world in which damage is disabled
unilib_hunger_enable_flag (Enable hunger) bool false
# Hunger factor - use 2 to double the rate at which the player becomes hungry, or 0.5 to halve it.
# This value can be adjusted for worlds in which food is more common (or scarce)
unilib_hunger_factor (Hunger multiplication factor) float 1.0
# Flag set to true to enable player hunger due to sprinting
unilib_hunger_on_sprint_flag (Increase hunger due to sprinting) bool true
# Sprinting factor - use 2 to double the rate at which the player becomes hungry due to sprinting,
# or 0.5 to halve it
unilib_hunger_on_sprint_factor (Hunger due to sprinting multiplication factor) float 1.0
# Flag set to true to enable player hydration (thirst)
unilib_thirst_enable_flag (Enable hydration/thirst) bool false
# Thirst factor - use 2 to double the rate at which player becomes thirsty, or 0.5 to halve it
unilib_thirst_factor (Thirst multiplication factor) float 1.0
# Flag set to true to enable HUD windows identifying the node at which the mouse is pointed. The
# window is shown or hidden when the player types /what
unilib_identify_enable_hud_flag (Enable HUD window identifying the pointed node) bool true
# The position of the HUD window: "corner" for the top-left corner, "middle" for the top middle,
# exactly centred, and "fixed" for a location near the top middle, always at a fixed distance from
# the top-left corner
unilib_identify_hud_mode (Identifying HUD window position, "corner"/"middle"/"fixed") string fixed
# Flag set to true to optimise the HUD window for servers (only appears when a node is punched)
unilib_identify_optimise_hud_flag (Optimise HUD window on servers) bool false
# Flag set to true to show the parent unilib package, rather than the mod name, when possible
unilib_identify_package_name_flag (Show unilib package in HUD) bool false
# Flag set to true to enable wieldview mode (other players can see your wielded item). Note that
# wieldview mode requires some form of armour, for example by using the "armour" remix
unilib_wield_view_enable_flag (Other players see your wielded item) bool true
# Number of seconds between wieldview mode updates
unilib_wield_view_update_time (Wieldview mode refresh rate (seconds)) int 2
# Flag set to if nodes are shown as tiles in wieldview mode
unilib_wield_view_node_tiles_flag (Show nodes as tiles in wieldview mode) bool true
# Flag set to true to enable natural slopes
unilib_slopes_enable_flag (Enable natural slopes) bool false
# Flag set to true to enable slopes for all surface nodes in all biomes; if false, you can write
# packages to create slopes only for the nodes you want. Ignored if natural slopes are not enabled
# generally
unilib_slopes_enable_biomes_flag (Generate slope nodes for all biome surfaces) bool false
# Flag set to true to enable slope-like tree/bush leaves; ignored if natural slopes are not enabled
# generally
unilib_slopes_enable_leaves_flag (Enable slope-like tree/bush leaves) bool false
# Flag set to true to enable daily alarms
unilib_alarm_enable_flag (Enable daily alarms) bool true
# -------------------------------------------------------------------------------------------------
# Player effects settings (statistics and calendars)
# -------------------------------------------------------------------------------------------------
# Flag set to true, if player's biographical data (births, deaths etc) should be stored in player
# attributes
unilib_stats_bio_flag (Store player biographical data) bool false
# Flag set to true, if player's activity data (nodes dug/placed etc) should be stored in player
# attributes
unilib_stats_activity_flag (Store player activity data) bool false
# Calendar offset, specifying the year at which the calendar starts
unilib_calendar_year_offset (Calendar starts on year) int 1000
# Calendar offset, specifying the month at which the calendar starts
unilib_calendar_month_offset (Calendar starts on month) int 1
# Calendar offset, specifying the day at which the calendar starts
unilib_calendar_day_offset (Calendar starts on day) int 1
# Calendar system; a string describing the date system. An empty string is acceptable, in which
# case the system isn't added to a date string
unilib_calendar_system (Calendar system) string A.D.
# Flag set to true if leap years are in effect, false if not. If true, a leap day is added to the
# the second month of the year
unilib_calendar_leap_year_flag (Leap years in effect) bool true
# Standard date string format, in which certain values are substituted
unilib_calendar_format_string (Calendar date string format) string %D, %d %M %y %S %E %T
# Flag set to true if calendar tooltips are enabled. If false, the tooltip text can be viewed by
# clicking on each day's button
unilib_calendar_enable_tooltips_flag (Enable calendar tooltips) bool true
# Offset controlling which day the calendar week starts, e.g. 0 for Sunday, 1 for Monday, etc
unilib_calendar_week_start_offset (Start of calendar week) int 1
# -------------------------------------------------------------------------------------------------
# Age-appropriate settings
# -------------------------------------------------------------------------------------------------
# Flag set to true if packages providing adult content are permitted. The setting is DISABLED BY
# DEFAULT. When disabled (set to false), any such packages are not executed, even when they are
# specified by a remix
#
# The unilib mod itself does not contain any adult content. Some "official" expansion packs provide
# alcoholic drinks such as beer and wine. These items do not have any intoxicating effects; they are
# handled like any other kind of drink
#
# Apart from those alcoholic drinks, unilib and its "official" expansion packs do not contain any
# other kind of adult content
#
# Subject to your own discretion, it may be appropriate to enable this setting for worlds in which
# children are playing. You should, of course, check non-official expansion packs before you install
# them
unilib_enable_adult_content_flag (Allow limited adult content) bool false
# -------------------------------------------------------------------------------------------------
# Debug settings
# -------------------------------------------------------------------------------------------------
# Flag set to true to force-disable all player effects (apart from debug player effects)
unilib_debug_disable_effects_flag (Force-disable most player effects) bool false
# Flag set to true to force-enable all player effects (apart from debug player effects)
unilib_debug_enable_effects_flag (Force-enable most player effects) bool false
# Flag set to true to show a warning, when reading a .csv file, for duplicate lines (after leading/
# trailing whitespace has been stripped)
unilib_debug_warn_duplicate_line_flag (Warn about duplicate lines in CSVs) bool false
# Flag set to true to remove the not_in_creative_inventory group from all nodes, craftitems and
# tools
unilib_debug_all_inventory_flag (Show all items in creative inventory) bool false
# Flag set to true if the full name of a node/craftitem/tool should be added to its description, so
# that it is visible in the inventory
unilib_debug_add_name_flag (Add full names to descriptions) bool false
# Flag set to true if the original name of a node/craftitem/tool should be added to its description,
# so that it is visible in the inventory. Applies only to unilib items
unilib_debug_add_orig_name_flag (Add original names to descriptions) bool false
# Ambient light level, an integer in the range 0-14. If above 0, all (unilib) nodes emit at least
# that amount of light. Recommended values: 0 or 4-5
unilib_debug_force_light_source (Make all nodes emit light) int 0
# Flag set to true to make all stone transparent, and disable falling nodes (used for checking ore
# distributions)
#
# N.B. This setting disables decorations (both in unilib, and in the original mod)
# N.B. It is recommended that the debug ambient light setting be increased from 0
# N.B. See also the /trench command
unilib_debug_xray_flag (Make stone transparent and disable falling nodes) bool false
# Flag set to true if all biomes, decorations and ores should be checked for valid values of
# .y_max and .y_min
unilib_debug_check_heights_flag (Check valid height values for biomes, decorations, ores) bool false
# Forced biome. If set, only the specified unilib biome will be created, and its height/heat/
# humidity parameters will be reset, so that it occurs all over the world
unilib_debug_forced_biome (Deregister all unilib biomes but this one) string
# Temporary biome filter. If specified, only biomes whose names match this regex (e.g. "grassland")
# are created. The regex is not checked against non-unilib biomes
unilib_debug_biome_filter (Deregister all unilib biomes not matching this regex) string
# Flag set to true if a message should be displayed, when a sapling does not grow
unilib_debug_sapling_failure_flag (Show message when sapling fails to grow) bool false
# Biome showcase mode, intended for the "flat" mapgen. When true, each biome generated by the game
# is confined to one zone (50x50 blocks by default), in a grid near the centre of the world. All
# areas outside the grid have no biome. If true, the forced biome setting is ignored
unilib_debug_biome_showcase_flag (Enable biome showcase on flat mapgens) bool false
# The size of a biome zone in biome showcase mode, in blocks (absolute minimum is 10)
unilib_debug_biome_showcase_size (Size of zone in biome showcase) int 25
# Flag set to true if biomes that generate below or above certain specified heights, should be
# excluded from the showcase
unilib_debug_biome_showcase_exclude_flag (Exclude biomes from showcase on height) bool false
# Minimum height, below which biomes are excluded (if their .y_max is not higher)
unilib_debug_biome_showcase_min_height (Minimum height for non-excluded biomes) int 1
# Maximum height, above which biomes are excluded (if their .y_min is not lower)