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