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remove file OpenSimDefaults.ini.example no longer in use in master

UbitUmarov 8 years ago
parent
commit
3bad55e1ef
1 changed files with 0 additions and 1328 deletions
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      bin/OpenSimDefaults.ini.example

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bin/OpenSimDefaults.ini.example

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-[Startup]
-    ; Set this to true if you want to log crashes to disk
-    ; this can be useful when submitting bug reports.
-    save_crashes = false
-
-    ; Directory to save crashes to if above is enabled
-    ; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
-    crash_dir = "crashes"
-
-    ; Place to create a PID file
-    ; PIDFile = "/tmp/my.pid"
-
-    ; Http proxy support for llHTTPRequest and dynamic texture loading
-    ; Set HttpProxy to the URL for your proxy server if you would like
-    ; to proxy llHTTPRequests through a firewall
-    ; HttpProxy = "http://proxy.com"
-    ; Set HttpProxyExceptions to a list of regular expressions for
-    ; URLs that you don't want going through the proxy such as servers
-    ; inside your firewall, separate patterns with a ';'
-    ; HttpProxyExceptions = ".mydomain.com;localhost"
-
-    startup_console_commands_file = "startup_commands.txt"
-    shutdown_console_commands_file = "shutdown_commands.txt"
-
-    ; To run a script every few minutes, set the script filename here
-    ; timer_Script = "filename"
-
-    ; ##
-    ; ## SYSTEM
-    ; ##
-
-    ; Sets the method that OpenSim will use to fire asynchronous
-    ; events. Valid values are UnsafeQueueUserWorkItem,
-    ; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread.
-    ; SmartThreadPool is reported to work well on Mono/Linux, but
-    ; UnsafeQueueUserWorkItem has been benchmarked with better
-    ; performance on .NET/Windows
-    async_call_method = SmartThreadPool
-
-    ; Max threads to allocate on the FireAndForget thread pool
-    ; when running with the SmartThreadPool option above
-    MaxPoolThreads = 15
-
-    ; ##
-    ; ## CLIENTS
-    ; ##
-
-    ; Enables EventQueueGet Service.
-    EventQueue = true
-
-    ; Set this to the DLL containing the client stack to use.
-    clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
-
-    ; ##
-    ; ## REGIONS
-    ; ##
-
-    ; Determine where OpenSimulator looks for the files which tell it which regions to server
-    ; Defaults to "filesystem" if this setting isn't present
-    region_info_source = "filesystem"
-    ; region_info_source = "web"
-
-    ; Determines where the region XML files are stored if you are loading these from the filesystem.
-    ; Defaults to bin/Regions in your OpenSimulator installation directory
-    ; regionload_regionsdir="C:\somewhere\xmlfiles\"
-
-    ; Determines the page from which regions xml is retrieved if you are loading these from the web
-    ; The XML here has the same format as it does on the filesystem (including the <Root> tag),
-    ; except that everything is also enclosed in a <Regions> tag.
-    ; regionload_webserver_url = "http://example.com/regions.xml";
-
-    ; Draw objects on maptile.  This step might take a long time if you've got a large number of
-    ; objects, so you can turn it off here if you'd like.
-    DrawPrimOnMapTile = true
-    ; Use terrain texture for maptiles if true, use shaded green if false
-    TextureOnMapTile = false
-
-    ; Maximum total size, and maximum size where a prim can be physical
-    NonPhysicalPrimMax = 256
-    PhysicalPrimMax = 10 ; (I think this was moved to the Regions.ini!)
-    ClampPrimSize = false
-
-    ; Allow scripts to cross region boundaries.  These are recompiled on the new region.
-    AllowScriptCrossing = false
-
-    ; Allow compiled script binary code to cross region boundaries.
-    ; If you set this to "true", any region that can teleport to you can
-    ; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
-    ; YOU HAVE BEEN WARNED!!!
-    TrustBinaries = false
-
-    ; Combine all contiguous regions into one large megaregion
-    ; Order your regions from South to North, West to East in your regions.ini and then set this to true
-    ; Warning!  Don't use this with regions that have existing content!, This will likely break them
-    CombineContiguousRegions = false
-
-    ; If you have only one region in an instance, or to avoid the many bugs
-    ; that you can trigger in modules by restarting a region, set this to
-    ; true to make the entire instance exit instead of restarting the region.
-    ; This is meant to be used on systems where some external system like
-    ; Monit will restart any instance that exits, thereby making the shutdown
-    ; into a restart.
-    ;InworldRestartShutsDown = false
-
-    ; ##
-    ; ## PRIM STORAGE
-    ; ##
-
-    ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
-    ; prevent frequently changing objects from heavily loading the region data store.
-    ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
-    ;
-    ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
-    MinimumTimeBeforePersistenceConsidered = 60
-    ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
-    MaximumTimeBeforePersistenceConsidered = 600
-
-    ; Should avatars in neighbor sims see objects in this sim?
-    see_into_this_sim_from_neighbor = true
-
-    ; ##
-    ; ## PHYSICS
-    ; ##
-
-    ; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.
-    physical_prim = true
-
-    ; Select a mesher here.
-    ;
-    ; Meshmerizer properly handles complex prims by using triangle meshes.
-    ; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way
-    ;
-    ; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports
-    ; Usually this is only a box
-
-    meshing = Meshmerizer
-    ;meshing = ZeroMesher
-	; select ubODEMeshmerizer only with ubOde physics engine
-    ; meshing = ubODEMeshmerizer
-	
-    ; Choose one of the physics engines below
-    ; OpenDynamicsEngine is by some distance the most developed physics engine
-    ; basicphysics effectively does not model physics at all, making all objects phantom
-
-    physics = OpenDynamicsEngine
-    ;physics = basicphysics
-    ;physics = POS
-    ;physics = modified_BulletX
-	; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
-	; physics = ubODE
-    ; ##
-    ; ## PERMISSIONS
-    ; ##
-
-    ;permissionmodules = "DefaultPermissionsModule"
-
-    ;If any of the specified permissions modules fail to load, quit?
-    SecurePermissionsLoading = true
-
-    ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
-    ; any item, etc.  This may not yet be implemented uniformally.
-    ; If set to true, then all permissions checks are carried out
-    ; Default is false
-    serverside_object_permissions = false
-
-    allow_grid_gods = false
-
-    ; This allows somne control over permissions
-    ; please note that this still doesn't duplicate SL, and is not intended to
-    ;region_owner_is_god = true
-    ;region_manager_is_god = false
-    ;parcel_owner_is_god = true
-
-    ; Control user types that are allowed to create new scripts
-    ; Only enforced if serviceside_object_permissions is true
-    ;
-    ; Current possible values are
-    ;     all - anyone can create scripts (subject to normal permissions)
-    ;     gods - only administrators can create scripts (as long as allow_grid_gods is true)
-    ; Default value is all
-    ; allowed_script_creators = all
-
-    ; Control user types that are allowed to edit (save) scripts
-    ; Only enforced if serviceside_object_permissions is true
-    ;
-    ; Current possible values are
-    ;     all - anyone can edit scripts (subject to normal permissions)
-    ;     gods - only administrators can edit scripts (as long as allow_grid_gods is true)
-    ; Default value is all
-    ; allowed_script_editors = all
-
-    ; ##
-    ; ## SCRIPT ENGINE
-    ; ##
-
-    DefaultScriptEngine = "XEngine"
-
-    ; ##
-    ; ## WORLD MAP
-    ; ##
-
-    ;WorldMapModule = "WorldMap"
-    ;MapImageModule = "MapImageModule"
-    ; Set to false to not generate any maptiles
-    ;GenerateMaptiles = "true"
-    ; Refresh (in seconds) the map tile periodically
-    ;MaptileRefresh = 0
-    ; If not generating maptiles, use this static texture asset ID
-    ;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
-
-    ; ##
-    ; ## EMAIL MODULE
-    ; ##
-
-    ;emailmodule = DefaultEmailModule
-
-    ; ##
-    ; ## ANIMATIONS
-    ; ##
-
-    ; If enabled, enableFlySlow will change the primary fly state to
-    ; FLYSLOW, and the "always run" state will be the regular fly.
-
-    enableflyslow = false
-
-    ; PreJump is an additional animation state, but it probably
-    ; won't look right until the physics engine supports it
-    ; (i.e delays takeoff for a moment)
-
-    ; This is commented so it will come on automatically once it's
-    ; supported.
-
-    ; enableprejump = true
-
-    ; Simulator Stats URI
-    ; Enable JSON simulator data by setting a URI name (case sensitive)
-    ; Stats_URI = "jsonSimStats"
-
-    ; Make OpenSim start all regions woth logins disabled. They will need
-    ; to be enabled from the console if this is set
-    ; StartDisabled = false
-
-    ; Image decoding. Use CSJ2K for layer boundary decoding if true,
-    ; OpenJPEG if false
-    ; UseCSJ2K = true
-
-[SMTP]
-    enabled=false
-
-    ;enabled=true
-    ;internal_object_host=lsl.opensim.local
-    ;host_domain_header_from=127.0.0.1
-    ;SMTP_SERVER_HOSTNAME=127.0.0.1
-    ;SMTP_SERVER_PORT=25
-    ;SMTP_SERVER_LOGIN=foo
-    ;SMTP_SERVER_PASSWORD=bar
-
-[Network]
-    ConsoleUser = "Test"
-    ConsolePass = "secret"
-    http_listener_port = 9000
-    console_port = 0
-
-    ; ssl config: Experimental!  The auto https config only really works definately on windows XP now
-    ; you need a Cert Request/Signed pair installed in the MY store with the CN specified below
-    ; you can use https on other platforms, but you'll need to configure the httpapi yourself for now
-    http_listener_ssl = false ; Also create a SSL server
-    http_listener_cn = "localhost" ; Use the cert with the common name
-    http_listener_sslport = 9001 ; Use this port for SSL connections
-    http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer
-
-    ; Hostname to use in llRequestURL/llRequestSecureURL
-    ; if not defined - default machine name is being used
-    ; (on Windows this mean NETBIOS name - useably only inside local network)
-    ; ExternalHostNameForLSL=127.0.0.1
-
-    ; What is reported as the "X-Secondlife-Shard"
-    ; Defaults to the user server url if not set
-    ; The old default is "OpenSim", set here for compatibility
-    shard = "OpenSim"
-
-    ; What is reported as the "User-Agent" when using llHTTPRequest
-    ; Defaults to not sent if not set here. See the notes section in the wiki at
-    ; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
-    ; " (Mozilla Compatible)" to the text where there are problems with a web server
-    ;user_agent = "OpenSim LSL (Mozilla Compatible)"
-
-[XMLRPC]
-    ; ##
-    ; ## Scripting XMLRPC mapper
-    ; ##
-
-    ; If enabled, this will post an event, "xmlrpc_uri(string)" to the
-    ; script concurrently with the first remote_data event.
-    ; This will contain the fully qualified URI an external site needs
-    ; to use to send XMLRPC requests to that script
-
-    ;XmlRpcRouterModule = "XmlRpcRouterModule"
-    ;XmlRpcPort = 20800
-
-[ClientStack.LindenUDP]
-    ; Set this to true to process incoming packets asynchronously. Networking is
-    ; already separated from packet handling with a queue, so this will only
-    ; affect whether networking internals such as packet decoding and
-    ; acknowledgement accounting are done synchronously or asynchronously
-    ;
-    ;async_packet_handling = false
-
-    ; The client socket receive buffer size determines how many
-    ; incoming requests we can process; the default on .NET is 8192
-    ; which is about 2 4k-sized UDP datagrams. On mono this is
-    ; whatever the underlying operating system has as default; for
-    ; example, ubuntu 8.04 or SLES11 have about 111k, which is about
-    ; 27 4k-sized UDP datagrams (on linux platforms you can [as root]
-    ; do "sysctl net.core.rmem_default" to find out what your system
-    ; uses a default socket receive buffer size.
-    ;
-    ; client_socket_rcvbuf_size allows you to specify the receive
-    ; buffer size LLUDPServer should use. NOTE: this will be limited
-    ; by the system's settings for the maximum client receive buffer
-    ; size (on linux systems you can set that with "sysctl -w
-    ; net.core.rmem_max=X")
-    ;
-    ;client_socket_rcvbuf_size = 8388608
-
-    ; Maximum outbound bytes per second for a single scene. This can be used to
-    ; throttle total outbound UDP traffic for a simulator. The default value is
-    ; 0, meaning no throttling at the scene level. The example given here is
-    ; 20 megabits
-    ;
-    ;scene_throttle_max_bps = 2621440
-
-    ; Maximum bits per second to send to any single client. This will override
-    ; the user's viewer preference settings. The default value is 0, meaning no
-    ; aggregate throttling on clients (only per-category throttling). The
-    ; example given here is 1.5 megabits
-    ;
-    ;client_throttle_max_bps = 196608
-
-    ; Per-client bytes per second rates for the various throttle categories.
-    ; These are default values that will be overriden by clients
-    ;
-    ;resend_default = 12500
-    ;land_default = 1000
-    ;wind_default = 1000
-    ;cloud_default = 1000
-    ;task_default = 1000
-    ;texture_default = 1000
-    ;asset_default = 1000
-    ;state_default = 1000
-
-    ; Per-client maximum burst rates in bytes per second for the various
-    ; throttle categories. These are default values that will be overriden by
-    ; clients
-    ;
-    ;resend_limit = 18750
-    ;land_limit = 29750
-    ;wind_limit = 18750
-    ;cloud_limit = 18750
-    ;task_limit = 18750
-    ;texture_limit = 55750
-    ;asset_limit = 27500
-    ;state_limit = 37000
-
-    ; Configures how ObjectUpdates are aggregated. These numbers
-    ; do not literally mean how many updates will be put in each
-    ; packet that goes over the wire, as packets are
-    ; automatically split on a 1400 byte boundary. These control
-    ; the balance between responsiveness of interest list updates
-    ; and total throughput. Higher numbers will ensure more full-
-    ; sized packets and faster sending of data, but more delay in
-    ; updating interest lists
-    ;
-    ;PrimTerseUpdatesPerPacket = 25
-    ;AvatarTerseUpdatesPerPacket = 10
-    ;PrimFullUpdatesPerPacket = 100
-
-    ; TextureSendLimit determines how many packets will be put on
-    ; the outgoing queue each cycle. Like the settings above, this
-    ; is a balance between responsiveness to priority updates and
-    ; total throughput. Higher numbers will give a better
-    ; throughput at the cost of reduced responsiveness to client
-    ; priority changes or transfer aborts
-    ;
-    ;TextureSendLimit = 20
-
-    ; Quash and remove any light properties from attachments not on the
-    ; hands. This allows flashlights and lanterns to function, but kills
-    ; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
-    ; will also be affected.
-    ;
-    ;DisableFacelights = "false"
-
-[Chat]
-    ; Controls whether the chat module is enabled.  Default is true.
-    enabled = true;
-
-    ; Distance in meters that whispers should travel.  Default is 10m
-    whisper_distance = 10
-
-    ; Distance in meters that ordinary chat should travel.  Default is 30m
-    say_distance = 30
-
-    ; Distance in meters that shouts should travel.  Default is 100m
-    shout_distance = 100
-    
-    ; Append a prefix to the god avatar names appearing in chat whilst in god mode
-    ; admin_prefix = "@"
-
-
-[Messaging]
-    ; Control which region module is used for instant messaging.
-    ; Default is InstantMessageModule (this is the name of the core IM module as well as the setting)
-    InstantMessageModule = InstantMessageModule
-    ; MessageTransferModule = MessageTransferModule
-    ; OfflineMessageModule = OfflineMessageModule
-    ; OfflineMessageURL = http://yourserver/Offline.php
-    ; MuteListModule = MuteListModule
-    ; MuteListURL = http://yourserver/Mute.php
-
-    ; Control whether group messages are forwarded to offline users.  Default is true.
-    ; ForwardOfflineGroupMessages = true
-
-
-[ODEPhysicsSettings]
-    ;##
-    ;## World Settings
-    ;##
-
-    ;Gravity.  Feel like falling up?  change world_gravityz to 9.8 instead of -9.8.  m/s
-    world_gravityx = 0
-    world_gravityy = 0
-    world_gravityz = -9.8
-
-    ; World Step size. (warning these are dangerous.  Changing these will probably cause your scene to explode dramatically)
-    ; reference: fps = (0.09375/ODE_STEPSIZE) * 1000;
-    world_stepsize = 0.020
-    world_internal_steps_without_collisions = 10
-
-    ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
-    world_hashspace_size_low = -4
-    world_hashSpace_size_high = 128
-
-    ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
-    meters_in_small_space = 29.9
-    small_hashspace_size_low = -4
-    small_hashspace_size_high = 66
-
-    ; ##
-    ; ## Contact properties. (the stuff that happens when things come in contact with each other)
-    ; ##
-
-    ; surface layer around geometries other geometries can sink into before generating a contact
-    world_contact_surface_layer = 0.001
-
-    ; Filtering collisions helps keep things stable physics wise, but sometimes
-    ; it can be overzealous.  If you notice bouncing, chances are it's that.
-    filter_collisions = false
-
-    ; Non Moving Terrain Contact (avatar isn't moving)
-    nm_terraincontact_friction = 255.0
-    nm_terraincontact_bounce = 0.1
-    nm_terraincontact_erp = 0.1025
-
-    ; Moving Terrain Contact (avatar is moving)
-    m_terraincontact_friction = 75.0
-    m_terraincontact_bounce = 0.05
-    m_terrainContact_erp = 0.05025
-
-    ; Moving Avatar to object Contact
-    m_avatarobjectcontact_friction = 75.0
-    m_avatarobjectcontact_bounce = 0.1
-
-    ; Object to Object Contact and Non-Moving Avatar to object
-    objectcontact_friction = 250.0
-    objectcontact_bounce = 0.2
-
-    ; ##
-    ; ## Avatar Control
-    ; ##
-
-    ; PID Controller Settings. These affect the math that causes the avatar to reach the
-    ; desired velocity
-    ; See http://en.wikipedia.org/wiki/PID_controller
-
-    av_pid_derivative_linux = 2200.0
-    av_pid_proportional_linux = 900.0;
-
-    av_pid_derivative_win = 2200.0
-    av_pid_proportional_win = 900.0;
-
-    ;girth of the avatar.  Adds radius to the height also
-    av_capsule_radius = 0.37
-
-    ; Max force permissible to use to keep the avatar standing up straight
-    av_capsule_standup_tensor_win = 550000
-    av_capsule_standup_tensor_linux = 550000
-
-    ; specifies if the capsule should be tilted (=true; old compatibility mode)
-    ; or straight up-and-down (=false; better and more consistent physics behavior)
-    av_capsule_tilted = false
-
-    ; used to calculate mass of avatar.
-    ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
-    ; av_density * AVvolume;
-    av_density = 80
-	
-    ; use this value to cut 52% of the height the sim gives us
-    av_height_fudge_factor = 0.52
-
-    ; Movement.  Smaller is faster.
-
-    ; speed of movement with Always Run off
-    av_movement_divisor_walk = 1.3
-
-    ; speed of movement with Always Run on
-    av_movement_divisor_run = 0.8
-
-    ; When the avatar flies, it will be moved up by this amount off the ground (in meters)
-    minimum_ground_flight_offset = 3.0
-
-    ; ##
-    ; ## Object options
-    ; ##
-
-    ; used in the mass calculation.
-    geometry_default_density = 10.000006836
-
-    ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
-    body_frames_auto_disable = 20
-
-    ; used to control llMove2Target
-    body_pid_derivative = 35
-    body_pid_gain = 25
-
-    ; maximum number of contact points to generate per collision
-    contacts_per_collision = 80
-
-    ; amount of time a geom/body will try to cross a region border before it gets disabled
-    geom_crossing_failures_before_outofbounds = 5
-
-    ; start throttling the object updates if object comes in contact with 3 or more other objects
-    geom_contactpoints_start_throttling = 3
-
-    ; send 1 update for every x updates below when throttled
-    geom_updates_before_throttled_update = 15
-
-    ; Used for llSetStatus.  How rigid the object rotation is held on the axis specified
-    body_motor_joint_maxforce_tensor_linux = 5
-    body_motor_joint_maxforce_tensor_win = 5
-
-    ; Maximum mass an object can be before it is clamped
-    maximum_mass_object = 10000.01
-
-    ; ##
-    ; ## Sculpted Prim settings
-    ; ##
-
-    ; Do we want to mesh sculpted prim to collide like they look?
-    mesh_sculpted_prim = true
-
-    ; number^2 non-physical level of detail of the sculpt texture.  32x32 - 1024 verticies
-    mesh_lod = 32
-
-    ; number^2 physical level of detail of the sculpt texture.  16x16 - 256 verticies
-    mesh_physical_lod = 16
-
-    ; ##
-    ; ## Physics logging settings - logfiles are saved to *.DIF files
-    ; ##
-
-    ; default is false
-    ;physics_logging = true
-    ;; every n simulation iterations, the physics snapshot file is updated
-    ;physics_logging_interval = 50
-    ;; append to existing physics logfile, or overwrite existing logfiles?
-    ;physics_logging_append_existing_logfile = true
-
-    ; ##
-    ; ## Joint support
-    ; ##
-
-    ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true.
-    ; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
-    ; default is false
-    ;use_NINJA_physics_joints = true
-
-    ; ##
-    ; ## additional meshing options
-    ; ##
-
-    ; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and
-    ; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to
-    ; true. Note that this will increase memory usage and region startup time. Default is false.
-    ;force_simple_prim_meshing = true
-
-
-[RemoteAdmin]
-    enabled = false
-
-    ; Set this to a nonzero value to have remote admin use a different port
-    port = 0
-
-    ; This password is required to make any XMLRPC call (should be set as the "password" parameter)
-    access_password = unknown
-
-    ; set this variable to true if you want the create_region XmlRpc
-    ; call to unconditionally enable voice on all parcels for a newly
-    ; created region [default: false]
-    create_region_enable_voice = false
-
-    ; set this variable to false if you want the create_region XmlRpc
-    ; call to create all regions as private per default (can be
-    ; overridden in the XmlRpc call) [default: true]
-    create_region_public = false
-
-    ; the create_region XmlRpc call uses region_file_template to generate
-    ; the file name of newly create regions (if they are created
-    ; persistent). the parameter available are:
-    ;     {0} - X location
-    ;     {1} - Y location
-    ;     {2} - region UUID
-    ;     {3} - region port
-    ;     {4} - region name with " ", ":", "/" mapped to  "_"
-    region_file_template = "{0}x{1}-{2}.ini"
-
-    ; we can limit the number of regions that XmlRpcCreateRegion will
-    ; allow by setting this to a positive, non-0 number: as long as the
-    ; number of regions is below region_limits, XmlRpcCreateRegion will
-    ; succeed. setting region_limit to 0 disables the check.
-    ; default is 0
-    ;region_limit = 0
-
-    ; enable only those methods you deem to be appropriate using a | delimited whitelist
-    ; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
-    ; if this parameter is not specified but enabled = true, all methods will be available
-    enabled_methods = all
-
-    ; specify the default appearance for an avatar created through the remote admin interface
-    ; This will only take effect is the file specified by the default_appearance setting below exists
-    ;default_male = Default Male
-    ;default_female = Default Female
-
-    ; update appearance copies inventory items and wearables of default avatars. if this value is false
-    ; (default), just worn assets are copied to the Clothes folder; if true, all Clothes and Bodyparts
-    ; subfolders are copied. the receiver will wear the same items the default avatar did wear.
-    ;copy_folders = false
-
-    ; path to default appearance XML file that specifies the look of the default avatars
-    ;default_appearance = default_appearance.xml 
-
-[RestPlugins]
-    ; Change this to true to enable REST Plugins. This must be true if you wish to use
-    ; REST Region or REST Asset and Inventory Plugins
-    enabled = false
-    god_key = SECRET
-    prefix = /admin
-
-
-[RestRegionPlugin]
-    ; Change this to true to enable the REST Region Plugin
-    enabled = false
-
-
-[RestHandler]
-    ; Change this to true to enable the REST Asset and Inventory Plugin
-    enabled = false
-    authenticate = true
-    secured = true
-    extended-escape = true
-    realm = OpenSim REST
-    dump-asset = false
-    path-fill = true
-    dump-line-size = 32
-    flush-on-error = true
-
-
-; Uncomment the following for IRC bridge
-; experimental, so if it breaks... keep both parts... yada yada
-; also, not good error detection when it fails
-;[IRC]
-    ;enabled = true ; you need to set this otherwise it won't connect
-    ;server  = name.of.irc.server.on.the.net
-    ;; user password - only use this if the server requires one
-    ;password = mypass
-    ;nick    = OpenSimBotNameProbablyMakeThisShorter
-    ;channel = #the_irc_channel_you_want_to_connect_to
-    ;user    = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot"
-    ;port = 6667
-    ;; channel to listen for configuration commands
-    ;commands_enabled = false
-    ;command_channel = 2777
-    ;report_clients = true
-    ;; relay private chat connections
-    ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
-    ;; relay_private_channel_out -- channel to send messages out to the IRC bridge
-    ;; relay_private_channel_in -- channel to receive message from the IRC bridge
-    ;; relay_chat = false: IRC bridge will not relay normal chat
-    ;; access_password -- simple security device
-    ;;
-    ;; so, to just relay chat from an IRC channel to in-world region and vice versa:
-    ;;
-    ;;     relay_private_channels = false
-    ;;     relay_chat = true
-    ;;
-    ;; to relay chat only to/from private in-world channels:
-    ;;
-    ;;     relay_chat = false
-    ;;     relay_private_channels = true
-    ;;     relay_private_channel_in = 2226
-    ;;     relay_private_channel_out = 2225
-    ;;
-    ;; in this example, all chat coming in from IRC will be send out via
-    ;; in-world channel 2226, and all chat from in-world channel 2225 will
-    ;; be relayed to the IRC channel.
-    ;;
-    ;relay_private_channels = false
-    ;relay_private_channel_in = 2226
-    ;relay_private_channel_out = 2225
-    ;relay_chat = true
-    ;access_password = foobar
-
-    ;;fallback_region = name of "default" region
-    ;;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
-    ;; must start with "PRIVMSG {0} : " or irc server will get upset
-    ;;for <bot>:<user in region> :<message>
-    ;;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
-    ;;for <bot>:<message> - <user of region> :
-    ;msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
-    ;;for <bot>:<message> - from <user> :
-    ;;msgformat = "PRIVMSG {0} : {3} - from {1}"
-
-    ;; exclude_list allows you to stop the IRC connector from announcing the
-    ;;arrival and departure of certain users. For example: admins, bots.
-
-    ;exclude_list=User 1,User 2,User 3
-
-
-;[CMS]
-    ;enabled = true
-    ;channel = 345
-
-
-; Uncomment the following to control the progression of daytime
-; in the Sim.  The defaults are what is shown below
-;[Sun]
-    ; number of wall clock hours for an opensim day.  24.0 would mean realtime
-    ;day_length = 4
-    ; Year length in days
-    ;year_length = 60
-    ; Day to Night Ratio
-    ;day_night_offset = 0.45
-    ; send a Sun update every update_interval # of frames.  A lower number will
-    ; make for smoother sun transition at the cost of network
-    ;update_interval = 100
-
-
-[Wind]
-    ; Enables the wind module.  Default is true
-    enabled = true
-
-    ; How often should wind be updated, as a function of world frames.  Approximately 50 frames a second
-    wind_update_rate = 150
-
-    ; The Default Wind Plugin to load
-    wind_plugin = SimpleRandomWind
-
-    ; These settings are specific to the ConfigurableWind plugin
-    ; To use ConfigurableWind as the default, simply change wind_plugin to ConfigurableWind and uncomment the following.
-    ; avg_strength  = 5.0
-    ; avg_direction = 0.0
-    ; var_strength  = 0.0
-    ; var_direction = 0.0
-    ; rate_change   = 1.0
-
-    ; This setting is specific to the SimpleRandomWind plugin
-    ; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.  Default is 1.0
-    strength = 1.0
-
-
-[Cloud]
-    ; Enable this to generate classic particle clouds above the sim.
-    ; default is disabled - turn it on here
-    enabled = false
-
-    ; Density of cloud cover 0.0 to 1.0 Defult 0.5
-    density = 0.5
-
-    ; update interval for the cloud cover data returned by llCloud().
-    ; default is 1000
-    cloud_update_rate = 1000
-
-[LightShare]
-
-    ; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer.
-    ; It has no ill effect on viewers which do not support server-side windlight settings.
-    ; Currently we only have support for MySQL databases.
-    enable_windlight = false;
-
-[Trees]
-    ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying
-    ; default is false
-    active_trees = false
-
-    ; Density of tree population
-    tree_density = 1000.0
-
-
-[VectorRender]
-
-    ; the font to use for rendering text (default: Arial)
-    ; font_name = "Arial"
-
-
-[LL-Functions]
-    ; Set the following to true to allow administrator owned scripts to execute console commands
-    ; currently unused
-    ; AllowosConsoleCommand=false
-
-    AllowGodFunctions = false
-
-    ; Maximum number of llListen events we allow per script
-    ; Set this to 0 to have no limit imposed.
-    max_listens_per_script = 64
-
-
-[DataSnapshot]
-    ; The following set of configs pertains to search.
-    ; Set index_sims to true to enable search engines to index your searchable data
-    ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
-    ; default is false
-    index_sims = false
-
-    ; The variable data_exposure controls what the regions expose:
-    ;    minimum: exposes only things explicitly marked for search
-    ;    all: exposes everything
-    data_exposure = minimum
-
-    ; If search is on, change this to your grid name; will be ignored for standalones
-    gridname = "OSGrid"
-
-    ; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
-    ; Later, you may want to increase this to 3600 (1 hour) or more
-    default_snapshot_period = 1200
-
-    ; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
-    snapshot_cache_directory = "DataSnapshot"
-
-    ; This semicolon-separated string serves to notify specific data services about the existence
-    ; of this sim. Uncomment if you want to index your data with this and/or other search providers.
-    ;data_services="http://metaverseink.com/cgi-bin/register.py"
-
-
-[Economy]
-    ; These economy values get used in the BetaGridLikeMoneyModule.  - This module is for demonstration only -
-
-    ; Enables selling things for $0
-    SellEnabled = "false"
-
-    ; 45000 is the highest value that the sim could possibly report because of protocol constraints
-    ObjectCapacity = 45000
-
-    ; Money Unit fee to upload textures, animations etc
-    PriceUpload = 0
-
-    ; Money Unit fee to create groups
-    PriceGroupCreate = 0
-
-    ; We don't really know what the rest of these values do.  These get sent to the client
-    ; These taken from Agni at a Public Telehub.  Change at your own risk.
-    ObjectCount = 0
-    PriceEnergyUnit = 100
-    PriceObjectClaim = 10
-    PricePublicObjectDecay = 4
-    PricePublicObjectDelete = 4
-    PriceParcelClaim = 1
-    PriceParcelClaimFactor = 1
-
-    PriceRentLight = 5
-    TeleportMinPrice = 2
-    TeleportPriceExponent = 2
-    EnergyEfficiency = 1
-    PriceObjectRent = 1
-    PriceObjectScaleFactor = 10
-    PriceParcelRent = 1
-
-[Git]
-Enabled = true
-RepoPath = "git"
-
-;How many seconds between the scheduled commits?
-CommitInterval = 21600
-
-;Disable all except the initial commit?
-DisableNonEssentialCommits = false
-
-;Should we automatically commit when necessary to avoid objects never making it into the repo?
-UseSafetyCommit = true
-
-
-[SVN]
-    Enabled = false
-    Directory = SVNmodule\repo
-    URL = "svn://your.repo.here/"
-    Username = "user"
-    Password = "password"
-    ImportOnStartup = false
-    Autosave = false
-    AutoSavePeriod = 15 ; Number of minutes between autosave backups
-
-
-[XEngine]
-    ; Enable this engine in this OpenSim instance
-    Enabled = true
-
-    ; How many threads to keep alive even if nothing is happening
-    MinThreads = 2
-
-    ; How many threads to start at maximum load
-    MaxThreads = 100
-
-    ; Time a thread must be idle (in seconds) before it dies
-    IdleTimeout = 60
-
-    ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
-    Priority = "BelowNormal"
-
-    ; Maximum number of events to queue for a script (excluding timers)
-    MaxScriptEventQueue = 300
-
-    ; Stack size per thread created
-    ThreadStackSize = 262144
-
-    ; Set this to true (the default) to load each script into a separate
-    ; AppDomain. Setting this to false will load all script assemblies into the
-    ; current AppDomain, which will reduce the per-script overhead at the
-    ; expense of reduced security and the inability to garbage collect the
-    ; script assemblies
-    AppDomainLoading = true
-
-    ; Rate to poll for asynchronous command replies (ms)
-    ; currently unused
-    ;AsyncLLCommandLoopms = 50
-
-    ; Save the source of all compiled scripts
-    WriteScriptSourceToDebugFile = false
-
-    ; Default language for scripts
-    DefaultCompileLanguage = lsl
-
-    ; List of allowed languages (lsl,vb,js,cs)
-    ; AllowedCompilers=lsl,cs,js,vb.
-    ; *warning*, non lsl languages have access to static methods such as System.IO.File.  Enable at your own risk.
-    AllowedCompilers=lsl
-
-    ; Compile debug info (line numbers) into the script assemblies
-    CompileWithDebugInformation = true
-
-    ; Allow the user of mod* functions.  This allows a script to pass messages
-    ; to a region module via the modSendCommand() function
-    ; Default is false
-    AllowMODFunctions = false
-
-    ; Allow the use of os* functions (some are dangerous)
-    AllowOSFunctions = false
-    
-    ; Allow the user of LightShare functions
-    AllowLightShareFunctions = false
-
-    ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
-    OSFunctionThreatLevel = VeryLow
-
-    ; Interval (s) between background save of script states
-    SaveInterval = 120
-
-    ; Interval (s) between maintenance runs (0 = disable)
-    MaintenanceInterval = 10
-
-    ; Time a script can spend in an event handler before it is interrupted
-    EventLimit = 30
-
-    ; If a script overruns it's event limit, kill the script?
-    KillTimedOutScripts = false
-
-    ; Sets the multiplier for the scripting delays
-    ScriptDelayFactor = 1.0
-
-    ; The factor the 10 m distances llimits are multiplied by
-    ScriptDistanceLimitFactor = 1.0
-
-    ; Maximum length of notecard line read
-    ; Increasing this to large values potentially opens
-    ; up the system to malicious scripters
-    ; NotecardLineReadCharsMax = 255
-
-    ; Sensor settings
-    SensorMaxRange = 96.0
-    SensorMaxResults = 16
-
-    ; OS Functions enable/disable
-    ; For each function, you can add one line, as shown
-    ; The default for all functions allows them if below threat level
-
-    ; true allows the use of the function unconditionally
-    ; Allow_osSetRegionWaterHeight = true
-
-    ; false disables the function completely
-    ; Allow_osSetRegionWaterHeight = false
-
-    ; Comma separated list of UUIDS allows the function for that list of UUIDS
-    ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
-
-    ; You can also use script creators as the uuid
-    ; Creators_osSetRegionWaterHeight = <uuid>, ...
-
-    ; If both Allow_ and Creators_ are given, effective permissions
-    ; are the union of the two.
-
-    ; Allow for llCreateLink and llBreakLink to work without asking for permission
-    ; only enable this in a trusted environment otherwise you may be subject to hijacking
-    ; AutomaticLinkPermission = false
-
-    ; Disable underground movement of prims (default true); set to
-    ; false to allow script controlled underground positioning of
-    ; prims
-    ; DisableUndergroundMovement = true
-
-
-[OpenGridProtocol]
-    ;These are the settings for the Open Grid Protocol..  the Agent Domain, Region Domain,   you know..
-    ;On/true or Off/false
-    ogp_enabled=false
-
-    ;Name Prefix/suffix when using OGP
-    ogp_firstname_prefix=""
-    ogp_lastname_suffix="_EXTERNAL"
-
-
-[Concierge]
-    ; Enable concierge module
-    ; Default is false
-    enabled = false
-
-    ; name of the concierge
-    whoami = "jeeves"
-
-    ; password for updating the welcome message templates via XmlRpc
-    password = SECRET
-
-    ; regex specifying for which regions concierge service is desired; if
-    ; empty, then for all
-    regions = "^MeetingSpace-"
-
-    ; for each region that matches the regions regexp you can provide
-    ; (optionally) a welcome template using format substitution:
-    ; {0} is replaced with the name of the avatar entering the region
-    ; {1} is replaced with the name of the region
-    ; {2} is replaced with the name of the concierge (whoami variable above)
-
-    welcomes = /path/to/welcome/template/directory
-
-    ; Concierge can send attendee lists to an event broker whenever an
-    ; avatar enters or leaves a concierged region. the URL is subject
-    ; to format substitution:
-    ; {0} is replaced with the region's name
-    ; {1} is replaced with the region's UUID
-    broker = "http://broker.place.com/{1}"
-
-
-[RegionReady]
-    ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
-    ; default is false
-    enabled = false
-
-    ; Channel on which to signal region readiness through a message
-    ; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]"
-    ; - the first field indicating whether this is an initial server startup
-    ; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
-    ; - the third field is a number indicating how many scripts failed to compile
-    ; - "oar error" if supplied, provides the error message from the OAR load
-    channel_notify = -800
-
-
-[MRM]
-    ; Enables the Mini Region Modules Script Engine.
-    ; default is false
-    Enabled = false
-
-    ; Runs MRM in a Security Sandbox
-    ; WARNING: DISABLING IS A SECURITY RISK.
-    Sandboxed = true
-
-    ; The level sandbox to use, adjust at your OWN RISK.
-    ; Valid values are:
-    ; *  FullTrust
-    ; *  SkipVerification
-    ; *  Execution
-    ; *  Nothing
-    ; *  LocalIntranet
-    ; *  Internet
-    ; *  Everything
-    SandboxLevel = "Internet"
-
-    ; Only allow Region Owners to run MRMs
-    ; May represent a security risk if you disable this.
-    OwnerOnly = true
-
-[Hypergrid]
-    ; Keep it false for now. Making it true requires the use of a special client in order to access inventory
-    safemode = false
-
-[VivoxVoice]
-    ; The VivoxVoice module will allow you to provide voice on your
-    ; region(s). It uses the same voice technology as the LL grid and
-    ; works with recent LL clients (we have tested 1.22.9.110075, so
-    ; anything later ought to be fine as well).
-    ;
-    ; For this to work you need to obtain an admin account from Vivox
-    ; that allows you to create voice accounts and region channels.
-
-    enabled = false
-
-    ; vivox voice server
-    vivox_server = www.foobar.vivox.com
-
-    ; vivox SIP URI
-    vivox_sip_uri = foobar.vivox.com
-
-    ; vivox admin user name
-    vivox_admin_user = DeepThroat
-
-    ; vivox admin password
-    vivox_admin_password = VoiceG4te
-
-    ; channel type: "channel" or "positional"
-    ; - positional: spatial sound (default)
-    ; - channel: normal "conference call", no spatial sound
-    ;vivox_channel_type = positional
-
-    ; channel characteristics (unless you know what you are doing, i'd
-    ; leave them as they are --- now you WILL muck around with them,
-    ; huh? sigh)
-
-    ; channel distance model:
-    ; 0 - no attenuation
-    ; 1 - inverse distance attenuation
-    ; 2 - linear attenuation (default)
-    ; 3 - exponential attenuation
-    ;vivox_channel_distance_model = 2
-
-    ; channel mode:
-    ; - "open" (default)
-    ; - "lecture"
-    ; - "presentation"
-    ; - "auditorium"
-    ;vivox_channel_mode = "open"
-
-    ; channel roll off: rate of attenuation
-    ; - a value between 1.0 and 4.0, default is 2.0
-    ;vivox_channel_roll_off = 2.0
-
-    ; channel max range: distance at which channel is silent
-    ; - a value between 0 and 160, default is 80
-    ;vivox_channel_max_range = 80
-
-    ; channel clamping distance: distance before attenuation applies
-    ; - a value between 0 and 160, default is 10
-    ;vivox_channel_clamping_distance = 10
-
-[FreeSwitchVoice]
-    ; In order for this to work you need a functioning FreeSWITCH PBX set up.
-    ; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
-    enabled = false
-    ; FreeSWITCH server is going to contact us and ask us all sorts of things
-    freeswitch_server_user = freeswitch
-    freeswitch_server_pass = password
-    freeswitch_api_prefix = /api
-    ; external IP address of your OpenSim voice enabled region
-    ; note: all regions running on same OpenSim.exe will be enabled
-    freeswitch_service_server = ip.address.of.your.sim
-    ; this should be the same port the region listens on
-    freeswitch_service_port = 9000
-    freeswitch_realm = ip.address.of.freeswitch.server
-    freeswitch_sip_proxy = ip.address.of.freeswitch.server:5060
-    ; STUN = Simple Traversal of UDP through NATs
-    ; See http://wiki.freeswitch.org/wiki/NAT_Traversal
-    ; stun.freeswitch.org is not guaranteed to be running so use it in production at your own risk
-    freeswitch_attempt_stun = false
-    freeswitch_stun_server = ip.address.of.stun.server
-    freeswitch_echo_server = ip.address.of.freeswitch.server
-    freeswitch_echo_port = 50505
-    freeswitch_well_known_ip = ip.address.of.freeswitch.server
-    ;
-    ; Type the address of your http server here, hostname is allowed.  This is provided so you can specify a hostname
-    ; This is used by client for account verification.  By default, it's the same as the freeswitch service server.
-    ;
-    ; opensim_well_known_http_address = Address_Of_Your_SIM_HTTP_Server_Hostname_Allowed
-    ;
-    freeswitch_default_timeout = 5000
-    freeswitch_subscribe_retry = 120
-    ; freeswitch_password_reset_url =
-
-[Groups]
-    Enabled = false
-
-    ; This is the current groups stub in Region.CoreModules.Avatar.Groups.  All the other settings below only really
-    ; apply to the Flotsam/SimianGrid GroupsModule
-    Module  = Default
-
-    ; This module can use a PHP XmlRpc server from the Flotsam project at http://code.google.com/p/flotsam/
-    ; or from the SimianGrid project at http://code.google.com/p/openmetaverse
-    ;Module  = GroupsModule
-
-    ; Enable Group Notices
-    ;NoticesEnabled   = true 
-
-    ; This makes the Groups modules very chatty on the console.
-    DebugEnabled     = false
-
-    ; Specify which messaging module to use for groups messaging and if it's enabled
-    ;MessagingModule = GroupsMessagingModule
-    ;MessagingEnabled = true 
-
-    ; Service connectors to the Groups Service.  Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
-  
-    ; SimianGrid Service for Groups
-    ;ServicesConnectorModule = SimianGroupsServicesConnector
-    ;GroupsServerURI = http://mygridserver.com:82/Grid/
-
-    ; Flotsam XmlRpc Service for Groups
-    ;ServicesConnectorModule = XmlRpcGroupsServicesConnector
-    ;GroupsServerURI        = http://yourxmlrpcserver.com/xmlrpc.php
-
-    ; XmlRpc Security settings.  These must match those set on your backend groups service.
-    ;XmlRpcServiceReadKey    = 1234 
-    ;XmlRpcServiceWriteKey   = 1234 
-
-    ; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
-    ; this is a work around fora problem discovered on some Windows based region servers.
-    ; Only disable keep alive if you see a large number (dozens) of the following Exceptions:
-    ; System.Net.WebException: The request was aborted: The request was canceled.
-    ; XmlRpcDisableKeepAlive = false
-
-
-[PacketPool]
-    ; Enables the experimental packet pool. Yes, we've been here before.
-    ;RecyclePackets = true;
-    ;RecycleDataBlocks = true;
-
-
-[InterestManagement]
-     ; This section controls how state updates are prioritized for each client
-     ; Valid values are Time, Distance, SimpleAngularDistance, and FrontBack
-     UpdatePrioritizationScheme = FrontBack
-     ReprioritizationEnabled = true
-     ReprioritizationInterval = 2000.0
-     RootReprioritizationDistance = 10.0
-     ChildReprioritizationDistance = 20.0
-
-
-[WebStats]
-; View region statistics via a web page
-; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
-; Use a web browser and type in the "Login URI" + "/SStats/"
-; For example- http://127.0.0.1:9000/SStats/
-; enabled=false
-
-[LandManagement]
-; DefaultAdministratorGroupUUID = "";
-; DefaultAdministratorParcelName = "";
-
-[MediaOnAPrim]
-    ; Enable media on a prim facilities
-    Enabled = true;
-
-[MOTD]
-Enabled = false
-Message = "The MOTD module is working!"
-
-
-;;
-;; These are defaults that are overwritten below in [Architecture].
-;; These defaults allow OpenSim to work out of the box with
-;; zero configuration
-;;
-[AssetService]
-    DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
-    AssetLoaderArgs = "assets/AssetSets.xml"
-
-    ; Disable this to prevent the default asset set from being inserted into the
-    ; asset store each time the region starts
-    AssetLoaderEnabled = true
-
-[GridService]
-    ;; default standalone, overridable in StandaloneCommon.ini
-    StorageProvider = "OpenSim.Data.Null.dll:NullRegionData"
-
-    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
-    ;; The following is the configuration section for the new style services
-    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
-[Architecture]
-    ; Choose exactly one and only one of the architectures below.
-
-    Include-Standalone      = "config-include/Standalone.ini"
-    ;Include-HGStandalone    = "config-include/StandaloneHypergrid.ini"
-    ;Include-Grid            = "config-include/Grid.ini"
-    ;Include-HGGrid          = "config-include/GridHypergrid.ini"
-    ;Include-SimianGrid      = "config-include/SimianGrid.ini"
-    ;Include-HyperSimianGrid = "config-include/HyperSimianGrid.ini"
-
-    ; Then choose
-    ; config-include/StandaloneCommon.ini.example (if you're in standlone) OR
-    ; config-include/GridCommon.ini.example (if you're connected to a grid)
-    ; Copy to your own .ini there (without .example extension) and edit it
-    ; to customize your data
-
-
-    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
-    ;; The below pulls in optional module config files
-    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
-[Modules]
-    Include-modules = "addon-modules/*/config/*.ini"
-
-
-;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
-;; ENSURE [Architecture] and [Modules] Sections with their "includes"
-;; are last to allow for overrides
-;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;