OpenSim.ini.example 22 KB

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  1. [Startup]
  2. ; Set this to true if you are connecting your OpenSimulator regions to a grid
  3. ; Set this to false if you are running OpenSimulator in standalone mode
  4. gridmode = false
  5. ; ##
  6. ; ## REGIONS
  7. ; ##
  8. ; Determine where OpenSimulator looks for the files which tell it which regions to server
  9. ; Defaults to "filesystem" if this setting isn't present
  10. region_info_source = "filesystem"
  11. ; region_info_source = "web"
  12. ; Determines where the region XML files are stored if you are loading these from the filesystem.
  13. ; Defaults to bin/Regions in your OpenSimulator installation directory
  14. ; regionload_regionsdir="C:\somewhere\xmlfiles\"
  15. ; Determines the page from which regions xml is retrieved if you are loading these from the web
  16. ; The XML here has the same format as it does on the filesystem (including the <Root> tag),
  17. ; except that everything is also enclosed in a <Regions> tag.
  18. ; regionload_webserver_url = "http://example.com/regions.xml";
  19. ; Draw objects on maptile. This step might take a long time if you've got a huge amount of
  20. ; objects, so you can turn it off here if you'd like.
  21. DrawPrimOnMapTile = true
  22. ; ##
  23. ; ## STORAGE
  24. ; ##
  25. ; *** Prim Storage - only leave one storage_plugin uncommented ***
  26. ; --- Null stores nothing - effectively disabling persistence:
  27. storage_plugin = "OpenSim.Data.Null.dll"
  28. ; --- To use sqlite as region storage:
  29. ;storage_plugin = "OpenSim.Data.SQLite.dll"
  30. storage_connection_string="URI=file:OpenSim.db,version=3";
  31. ; --- To use MySQL storage, supply your own connectionstring (this is only an example):
  32. ; note that the supplied account needs create privilegies if you want it to auto-create needed tables.
  33. ; storage_plugin="OpenSim.Data.MySQL.dll"
  34. ; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
  35. ; turn on experimental storage of prim inventories in the region database
  36. ; Prim inventory storage is now turned on by default
  37. ; However, this option remains in case it needs to be disabled
  38. ; More details of the current state of this can be found at
  39. ;
  40. ; http://opensimulator.org/wiki/OpenSim:Prim_Inventory_Persistence
  41. ;
  42. storage_prim_inventories = true
  43. ; Select whether you want to use local or grid asset storage.
  44. ;
  45. ; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should
  46. ; really be eliminated). The database itself is defined in asset_plugin below
  47. ;
  48. ; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
  49. ; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
  50. ; locally. This will mean you won't be able to take items using your assets to other people's regions.
  51. asset_database = "local"
  52. ;asset_database = "grid"
  53. ; Should avatars in neighbor sims see objects in this sim?
  54. see_into_this_sim_from_neighbor = True
  55. ; ##
  56. ; ## PHYSICS
  57. ; ##
  58. ; Select a mesher here. ZeroMesher is save and fast.
  59. ; ZeroMesher also means that the physics engine models the physics of prims
  60. ; sticking to the basic shapes the engine does support. Usually this is only a box.
  61. ; Meshmerizer gives a better handling of complex prims by using triangle meshes.
  62. ; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
  63. ;
  64. meshing = ZeroMesher
  65. ;meshing = Meshmerizer
  66. ; Choose one of the physics engines below
  67. physics = basicphysics
  68. ;physics = POS
  69. ;physics = OpenDynamicsEngine
  70. ;physics = modified_BulletX
  71. startup_console_commands_file = "startup_commands.txt"
  72. shutdown_console_commands_file = "shutdown_commands.txt"
  73. ;permissionmodules = "DefaultPermissionsModule"
  74. serverside_object_permissions = false
  75. ; 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.
  76. physical_prim = true
  77. ; To run a script every few minutes, set the script filename here
  78. ; timer_Script = "filename"
  79. ; ##
  80. ; ## ScriptEngine
  81. ; ##
  82. ; These are region modules loaded into each region to provide script support
  83. ; Scripts may be everything from LSL or C# scripts put in prims to whole game systems that controls the whole grid.
  84. ; You can load multiple modules by separating them with a coma.
  85. ;
  86. ; Example:
  87. ;script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll,OpenSim.Region.ScriptEngine.RemoteServer.dll
  88. ;
  89. ; This is the current and most stable ScriptEngine:
  90. script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll
  91. ;Experimental remote ScriptServer plugin (does not currently work):
  92. ;script_engine = OpenSim.Region.ScriptEngine.RemoteServer.dll
  93. [StandAlone]
  94. accounts_authenticate = true
  95. welcome_message = "Welcome to OpenSim"
  96. ; Asset database provider
  97. asset_plugin = "OpenSim.Data.SQLite.dll"
  98. ; asset_plugin = "OpenSim.Data.MySQL.dll" ; for mysql
  99. ; asset_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
  100. ; the Asset DB source. This only works for sqlite and nhibernate for now
  101. ; Asset Source SQLite Exampe
  102. ; asset_source = "URI=file:Asset.db,version=3"
  103. ; Asset Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
  104. ; asset_source = "SQLiteDialect;SqliteClientDriver;URI=file:Asset.db,version=3"
  105. ; Inventory database provider
  106. inventory_plugin = "OpenSim.Data.SQLite.dll"
  107. ; inventory_plugin = "OpenSim.Data.MySQL.dll"
  108. ; inventory_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
  109. ; Inventory Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
  110. ; inventory_source = "SQLiteDialect;SqliteClientDriver;URI=file:Inventory.db,version=3"
  111. ; User Data Database provider
  112. userDatabase_plugin = "OpenSim.Data.SQLite.dll"
  113. ; userDatabase_plugin = "OpenSim.Data.MySQL.dll"
  114. ; userDatabase_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
  115. ; User Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
  116. ; user_source = "SQLiteDialect;SqliteClientDriver;URI=file:User.db,version=3"
  117. default_location_x = 1000
  118. default_location_y = 1000
  119. dump_assets_to_file = false
  120. [Network]
  121. http_listener_port = 9000
  122. remoting_listener_port = 8895
  123. ; Uncomment below to enable llRemoteData/remote channels
  124. ; remoteDataPort = 20800
  125. grid_server_url = "http://127.0.0.1:8001"
  126. grid_send_key = "null"
  127. grid_recv_key = "null"
  128. user_server_url = "http://127.0.0.1:8002"
  129. user_send_key = "null"
  130. user_recv_key = "null"
  131. asset_server_url = "http://127.0.0.1:8003"
  132. inventory_server_url = "http://127.0.0.1:8004"
  133. [Chat]
  134. whisper_distance = 10
  135. say_distance = 30
  136. shout_distance = 100
  137. [ODEPhysicsSettings]
  138. ;##
  139. ;## World Settings
  140. ;##
  141. ;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
  142. world_gravityx = 0
  143. world_gravityy = 0
  144. world_gravityz = -9.8
  145. ; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
  146. ; reference: fps = (0.09375/ODE_STEPSIZE) * 1000;
  147. world_stepsize = 0.020
  148. world_internal_steps_without_collisions = 10
  149. ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
  150. world_hashspace_size_low = -4
  151. world_hashSpace_size_high = 128
  152. ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
  153. meters_in_small_space = 29.9
  154. small_hashspace_size_low = -4
  155. small_hashspace_size_high = 66
  156. ; ##
  157. ; ## Contact properties. (the stuff that happens when things come in contact with each other)
  158. ; ##
  159. ; surface layer around geometries other geometries can sink into before generating a contact
  160. world_contact_surface_layer = 0.001
  161. ; Non Moving Terrain Contact (avatar isn't moving)
  162. nm_terraincontact_friction = 255.0
  163. nm_terraincontact_bounce = 0.1
  164. nm_terraincontact_erp = 0.1025
  165. ; Moving Terrain Contact (avatar is moving)
  166. m_terraincontact_friction = 75.0
  167. m_terraincontact_bounce = 0.05
  168. m_terrainContact_erp = 0.05025
  169. ; Moving Avatar to object Contact
  170. m_avatarobjectcontact_friction = 75.0
  171. m_avatarobjectcontact_bounce = 0.1
  172. ; Object to Object Contact and Non-Moving Avatar to object
  173. objectcontact_friction = 250.0
  174. objectcontact_bounce = 0.2
  175. ; ##
  176. ; ## Avatar Control
  177. ; ##
  178. ; PID Controller Settings. These affect the math that causes the avatar to reach the
  179. ; desired velocity
  180. ; See http://en.wikipedia.org/wiki/PID_controller
  181. av_pid_derivative_linux = 3200.0
  182. av_pid_proportional_linux = 1400.0
  183. av_pid_derivative_win = 2200.0
  184. av_pid_proportional_win = 900.0;
  185. ;girth of the avatar. Adds radius to the height also
  186. av_capsule_radius = 0.37
  187. ; Max force permissible to use to keep the avatar standing up straight
  188. av_capsule_standup_tensor_win = 550000
  189. av_capsule_standup_tensor_linux = 2000000
  190. ; used to calculate mass of avatar.
  191. ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
  192. ; av_density * AVvolume;
  193. av_density = 80
  194. ; use this value to cut 52% of the height the sim gives us
  195. av_height_fudge_factor = 0.52
  196. ; Movement. Smaller is faster.
  197. ; speed of movement with Always Run off
  198. av_movement_divisor_walk = 1.3
  199. ; speed of movement with Always Run on
  200. av_movement_divisor_run = 0.8
  201. ; ##
  202. ; ## Object options
  203. ; ##
  204. ; used in the mass calculation.
  205. geometry_default_density = 10.000006836
  206. ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
  207. body_frames_auto_disable = 20
  208. ; used to control llMove2Target
  209. body_pid_derivative = 35
  210. body_pid_gain = 25
  211. ; amount of time a geom/body will try to cross a region border before it gets disabled
  212. geom_crossing_faiures_before_outofbounds = 5
  213. ; start throttling the object updates if object comes in contact with 3 or more other objects
  214. geom_contactpoints_start_throttling = 3
  215. ; send 1 update for every x updates below when throttled
  216. geom_updates_before_throttled_update = 15
  217. ; Used for llSetStatus. How rigid the object rotation is held on the axis specified
  218. body_motor_joint_maxforce_tensor_linux = 2
  219. body_motor_joint_maxforce_tensor_win = 5
  220. ; ##
  221. ; ## Sculpted Prim settings
  222. ; ##
  223. ; Do we want to mesh sculpted prim to collide like they look?
  224. mesh_sculpted_prim = true
  225. ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
  226. mesh_lod = 32
  227. ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
  228. mesh_physical_lod = 16
  229. ; ##
  230. ; ## Physics logging settings - logfiles are saved to *.DIF files
  231. ; ##
  232. ;physics_logging = true
  233. ;; every n simulation iterations, the physics snapshot file is updated
  234. ;physics_logging_interval = 50
  235. ;; append to existing physics logfile, or overwrite existing logfiles?
  236. ;physics_logging_append_existing_logfile = true
  237. [RemoteAdmin]
  238. enabled = false
  239. access_password = unknown
  240. [RestPlugins]
  241. enabled = false
  242. password = unknown
  243. prefix = /admin
  244. [RestRegionPlugin]
  245. enabled = false
  246. ; Uncomment the following for IRC bridge
  247. ; experimental, so if it breaks... keep both parts... yada yada
  248. ; also, not good error detection when it fails
  249. ;[IRC]
  250. ;enabled = true ; you need to set this otherwise it won't connect
  251. ;server = name.of.irc.server.on.the.net
  252. ;nick = OpenSimBotNameProbablyMakeThisShorter
  253. ;channel = #the_irc_channel_you_want_to_connect_to
  254. ;port = 6667
  255. ;fallback_region = name of "default" region
  256. ;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
  257. ; must start with "PRIVMSG {0} : " or irc server will get upset
  258. ;for <bot>:<user in region> :<message>
  259. ;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
  260. ;for <bot>:<message> - <user of region> :
  261. msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
  262. ;for <bot>:<message> - from <user> :
  263. ;msgformat = "PRIVMSG {0} : {3} - from {1}"
  264. [Voice]
  265. ; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
  266. enabled = false
  267. ; This is not supported by the SLViewer right now and
  268. ; hardcoded within the SL Viewer. Maybe it will be
  269. ; changed in future. :-)
  270. account_management_server = https://www.bhr.vivox.com/api2
  271. ; Global SIP Server for conference calls
  272. sip_domain = testserver.com
  273. [AsteriskVoice]
  274. ; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
  275. enabled = false
  276. ; SIP account server domain
  277. sip_domain = testserver.com
  278. ; SIP conf server domain
  279. conf_domain = testserver.com
  280. ; URL of the asterisk opensim frontend
  281. asterisk_frontend = http://testserver.com:49153/
  282. ; password for the asterisk frontend XmlRpc calls
  283. asterisk_password = bah-humbug
  284. ; timeout for XmlRpc calls to asterisk front end (in ms)
  285. asterisk_timeout = 3000
  286. ; salt for asterisk nonces
  287. asterisk_salt = paluempalum
  288. ; Uncomment the following to control the progression of daytime
  289. ; in the Sim. The defaults are what is shown below
  290. ;[Sun]
  291. ; number of wall clock hours for an opensim day. 24.0 would mean realtime
  292. ;day_length = 0.5
  293. ; send a Sun update ever frame_rate # of frames. A lower number will
  294. ; make for smoother sun transition at the cost of network
  295. ;frame_rate = 100
  296. [ScriptEngine.DotNetEngine]
  297. ;
  298. ; These settings are specific to DotNetEngine script engine
  299. ; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
  300. ;
  301. ; When a script receives an event the event is queued.
  302. ; Any free thread will start executing this event. One script can only have one event executed simultaneously.
  303. ; If you have only one thread, and one script has a loop or does a lot of work, then no other scripts can run at the same time.
  304. ; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
  305. ; But because most scripts exit after their task, the threads are free to go on to the next script.
  306. ; Refresh ScriptEngine config options (these settings) every xx seconds
  307. ; 0 = Do not refresh
  308. ; Set it to number of seconds between refresh, for example 30.
  309. ; Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console
  310. ; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10
  311. ; NOTE! Disabled for now. Feature does not work.
  312. RefreshConfig=0
  313. ; Number of threads to use for script event execution
  314. ; Threads are shared across all regions
  315. NumberOfScriptThreads=2
  316. ; Script event execution thread priority inside application.
  317. ; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest
  318. ScriptThreadPriority=BelowNormal
  319. ; How long MAX should a script event be allowed to run (per event execution)?
  320. ; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function
  321. ; There is also a small speed penalty for every kill that is made
  322. MaxEventExecutionTimeMs=5000
  323. ; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
  324. EnforceMaxEventExecutionTime=true
  325. ; Should we stop the script completely when time exceeds?
  326. ; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong
  327. ; Note that for example physics engine can slow down the system and make scripts spend more time
  328. DeactivateScriptOnTimeout=false
  329. ; If no scripts have executed in this pass how long should we sleep before checking again
  330. ; Impact:
  331. ; Too low and you will waste lots of CPU
  332. ; Too high and people touching object or similar will have to wait up to this amount of time before script responding
  333. SleepTimeIfNoScriptExecutionMs=50
  334. ; AppDomains are used for two things:
  335. ; * Security: Scripts inside AppDomains are limited in permissions.
  336. ; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.
  337. ; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).
  338. ; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
  339. ScriptsPerAppDomain=1
  340. ; MaintenanceLoop
  341. ; How often to run maintenance loop
  342. ; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
  343. MaintenanceLoopms=50
  344. ; How many maintenanceloops between each of these.
  345. ; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
  346. ; Script loading/unloading
  347. ; How long load/unload thread should sleep if there is nothing to do
  348. ; Higher value makes it respond slower when scripts are added/removed from prims
  349. ; But once active it will process all in queue before sleeping again
  350. MaintenanceLoopTicks_ScriptLoadUnload=1
  351. ; Other tasks
  352. ; check if we need to reload config, adjust running config and enforce max execution time
  353. MaintenanceLoopTicks_Other=10
  354. ; Maximum number of items in load/unload queue before we start rejecting loads
  355. ; Note that we will only be rejecting load. Unloads will still be able to queue.
  356. LoadUnloadMaxQueueSize=100
  357. ; Maximum number of (LSL) events that can be queued before new events are ignored.
  358. EventExecutionMaxQueueSize=300
  359. ; Async LL command sleep
  360. ; If no async LL commands are waiting, how long should thread sleep before checking again
  361. ; Async LL commands are LSL-commands that causes an event to be fired back with result
  362. AsyncLLCommandLoopms=50
  363. ; When script is converted from LSL to C#, or just plain compiled, a copy of the script source will be put in the ScriptEngine folder
  364. WriteScriptSourceToDebugFile=true
  365. ; Specify default script compiler
  366. ; If you do not specify //cs, //vb, //js or //lsl tag as the first characters of your script then the default compiler will be chosen
  367. ; Valid languages are: lsl, cs, js and vb
  368. DefaultCompileLanguage=lsl
  369. ; Specify what compilers are allowed to be used
  370. ; Note vb only works on Windows for now (Mono lacks VB compile support)
  371. ; Valid languages are: lsl, cs, js and vb
  372. AllowedCompilers=lsl,cs,js,vb
  373. ; Compile scripts with debugging
  374. ; Probably a thousand times slower, but gives you a line number when something goes wrong.
  375. CompileWithDebugInformation=true
  376. ; Remove old scripts on next startup
  377. CleanUpOldScriptsOnStartup=true
  378. [LL-Functions]
  379. ; Set the following to true to allow administrator owned scripts to execute console commands
  380. AllowosConsoleCommand=false
  381. AllowGodFunctions = false
  382. ; Maximum number of llListen events we allow per script
  383. ; Set this to 0 to have no limit imposed.
  384. max_listens_per_script = 64
  385. [DataSnapshot]
  386. ; The following set of configs pertains to search.
  387. ; Set index_sims to true to enable search engines to index your searchable data
  388. ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
  389. index_sims = false
  390. ; If search is on, change this to your grid name; will be ignored for standalones
  391. gridname = "OSGrid"
  392. ; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
  393. ; Later, you may want to increase this to 3600 (1 hour) or more
  394. default_snapshot_period = 1200
  395. ; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
  396. snapshot_cache_directory = "DataSnapshot"
  397. ; This semicolon-separated string serves to notify specific data services
  398. ; about the existence of this sim.
  399. data_services="http://metaverseink.com/cgi-bin/register.py"
  400. [Economy]
  401. ; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -
  402. ; In grid mode, use this currency XMLRPC server. Leave blank for normal functionality
  403. CurrencyServer = ""
  404. ; "http://192.168.1.127/currency.php"
  405. ; In grid mode, this is the land XMLRPC server. Leave blank for normal functionality
  406. LandServer = ""
  407. ;"http://192.168.1.127/landtool.php"
  408. ; 45000 is the highest value that the sim could possibly report because of protocol constraints
  409. ObjectCapacity = 45000
  410. ; Money Unit fee to upload textures, animations etc
  411. PriceUpload = 0
  412. ; Money Unit fee to create groups
  413. PriceGroupCreate = 0
  414. ; This is the account Money goes to for fees. Remember, economy requires that money circulates somewhere... even if it's an upload fee
  415. EconomyBaseAccount = 00000000-0000-0000-0000-000000000000
  416. ; This is the type of user that will pay fees.
  417. ; Set this to 2 for users, estate managers and Estate Owners
  418. ; Set this to 1 for Users and Estate Managers
  419. ; Set this to 0 for Users only.
  420. ; -1 disables
  421. UserLevelPaysFees = -1
  422. ; Amount to give to user as a stipend
  423. UserStipend = 1000
  424. ; When a user gets low on money units and logs off, then logs back on, issue a new stipend if they have less money units then this
  425. ; amount. Be aware that the account money isn't stored anywhere so users will get a stipend if you restart the simulator
  426. IssueStipendWhenClientIsBelowAmount = 10
  427. ; If this is true, the simulator will remember account balances until the simulator is shutdown or restarted.
  428. KeepMoneyAcrossLogins = true
  429. ; We don't really know what the rest of these values do. These get sent to the client
  430. ; These taken from Agni at a Public Telehub. Change at your own risk.
  431. ObjectCount = 0
  432. PriceEnergyUnit = 100
  433. PriceObjectClaim = 10
  434. PricePublicObjectDecay = 4
  435. PricePublicObjectDelete = 4
  436. PriceParcelClaim = 1
  437. PriceParcelClaimFactor = 1
  438. PriceRentLight = 5
  439. TeleportMinPrice = 2
  440. TeleportPriceExponent = 2
  441. EnergyEfficiency = 1
  442. PriceObjectRent = 1
  443. PriceObjectScaleFactor = 10
  444. PriceParcelRent = 1
  445. [SVN]
  446. Enabled = false
  447. Directory = SVNmodule\repo
  448. URL = "svn://your.repo.here/"
  449. Username = "user"
  450. Password = "password"
  451. ImportOnStartup = false
  452. Autosave = false
  453. AutoSavePeriod = 15 ; Number of minutes between autosave backups
  454. [XEngine]
  455. ; How many threads to keep alive even if nothing is happening
  456. MinThreads = 2
  457. ; How many threads to start at maximum load
  458. MaxThreads = 100
  459. ; Time a thread must be idle (in seconds) before it dies
  460. IdleTimeout = 60
  461. ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
  462. Priority = "BelowNormal"
  463. ; Maximum number of events to queue for a script (excluding timers)
  464. MaxScriptEventQueue = 300
  465. ; Stack size per thread created
  466. ThreadStackSize = 262144
  467. ; Rate to poll for asynchronous command replies (ms)
  468. AsyncLLCommandLoopms = 50
  469. ; Save the source of all compiled scripts
  470. WriteScriptSourceToDebugFile = false
  471. ; Default language for scripts
  472. DefaultCompileLanguage = lsl
  473. ; List of allowed languages (lsl,vb,js,cs)
  474. AllowedCompilers = lsl
  475. ; Compile debug info (line numbers) into the script assemblies
  476. CompileWithDebugInformation = true
  477. ; Allow the use of os* functions (some are dangerous)
  478. AllowOSFunctions = false
  479. ; Interval (s) between background save of script states
  480. SaveInterval = 120
  481. ; Interval (s) between maintenance runs (0 = disable)
  482. MaintenanceInterval = 10
  483. ; Time a script can spend in an event handler before it is interrupted
  484. EventLimit = 30
  485. ; If a script overruns it's event limit, kill the script?
  486. KillTimedOutScripts = false
  487. ; Allow OS console command functionality (VERY DANGEROUS!!)
  488. AllowosConsoleCommand = false