OpenSim.ini.example 43 KB

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  1. ;; This is the main configuration file for OpenSimulator. If it's named OpenSim.ini
  2. ;; then it will be loaded by OpenSimulator. If it's named OpenSim.ini.example then
  3. ;; you will need to copy it to OpenSim.ini first (if that file does not already exist)
  4. ;;
  5. ;; If you are copying, then once you have copied OpenSim.ini.example to OpenSim.ini you will
  6. ;; need to pick an architecture in the [Architecture] section at the end of this file.
  7. ;;
  8. ;; The settings in this file are in the form "<key> = <value>". For example, save_crashes = false
  9. ;; in the [Startup] section below.
  10. ;;
  11. ;; All settings are initially commented out and the default value used, as found in
  12. ;; OpenSimDefaults.ini. To change a setting, first uncomment it by deleting the initial semicolon (;)
  13. ;; and then change the value. This will override the value in OpenSimDefaults.ini
  14. ;;
  15. ;; If you want to find out what configuration OpenSimulator has finished with once all the configuration
  16. ;; files are loaded then type "config show" on the region console command line.
  17. ;;
  18. ;;
  19. ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
  20. ;;
  21. ;; All leading white space is ignored, but preserved.
  22. ;;
  23. ;; Double semicolons denote a text comment
  24. ;;
  25. ;; ;# denotes a configuration directive description
  26. ;; formatted as:
  27. ;; {option} {depends on} {question to ask} {choices} default value
  28. ;; Any text comments following the declaration, up to the next blank line.
  29. ;; will be copied to the generated file (NOTE: generation is not yet implemented)
  30. ;; A * in the choices list will allow an empty entry.
  31. ;; An empty question will set the default if the dependencies are
  32. ;; satisfied.
  33. ;;
  34. ;; ; denotes a commented out option.
  35. ;; Any options added to OpenSim.ini.example should be initially commented out.
  36. [Startup]
  37. ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
  38. ;; Console prompt
  39. ;; Certain special characters can be used to customize the prompt
  40. ;; Currently, these are
  41. ;; \R - substitute region name
  42. ;; \\ - substitute \
  43. ; ConsolePrompt = "Region (\R) "
  44. ;# {save_crashes} {} {Save crashes to disk?} {true false} false
  45. ;; Set this to true if you want to log crashes to disk
  46. ;; this can be useful when submitting bug reports.
  47. ;; However, this will only log crashes within OpenSimulator that cause the entire program to exit
  48. ;; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures.
  49. ;; You will need to capture these native stack traces by recording the session log itself.
  50. ; save_crashes = false
  51. ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
  52. ;; Directory to save crashes to if above is enabled
  53. ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
  54. ; crash_dir = "crashes"
  55. ;# {PIDFile} {} {Path to PID file?} {}
  56. ;; Place to create a PID file
  57. ; PIDFile = "/tmp/my.pid"
  58. ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
  59. ;; Determine where OpenSimulator looks for the files which tell it
  60. ;; which regions to server
  61. ;; Default is "filesystem"
  62. ; region_info_source = "filesystem"
  63. ; region_info_source = "web"
  64. ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
  65. ;; Determines where the region XML files are stored if you are loading
  66. ;; these from the filesystem.
  67. ;; Defaults to bin/Regions in your OpenSimulator installation directory
  68. ; regionload_regionsdir="C:\somewhere\xmlfiles\"
  69. ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
  70. ;; Determines the page from which regions xml is retrieved if you are
  71. ;; loading these from the web.
  72. ;; The XML here has the same format as it does on the filesystem
  73. ;; (including the <Root> tag), except that everything is also enclosed
  74. ;; in a <Regions> tag.
  75. ; regionload_webserver_url = "http://example.com/regions.xml";
  76. ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
  77. ;; Allow the simulator to start up if there are no region configuration available
  78. ;; from the selected region_info_source.
  79. ; allow_regionless = false
  80. ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
  81. ;; Maximum size for non-physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonphysicalPrimMax!).
  82. ; NonphysicalPrimMax = 256
  83. ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
  84. ;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file.
  85. ; PhysicalPrimMax = 10
  86. ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
  87. ;; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
  88. ;; This can be overriden in the region config file.
  89. ; ClampPrimSize = false
  90. ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
  91. ;; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
  92. ;; This only applies when crossing to a region running in a different simulator.
  93. ;; For crossings where the regions are on the same simulator the script is always kept running.
  94. ; AllowScriptCrossing = true
  95. ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
  96. ;; Allow compiled script binary code to cross region boundaries.
  97. ;; If you set this to "true", any region that can teleport to you can
  98. ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
  99. ;; YOU HAVE BEEN WARNED!!!
  100. ; TrustBinaries = false
  101. ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content!)} {true false} false
  102. ;; Combine all contiguous regions into one large megaregion
  103. ;; Order your regions from South to North, West to East in your regions.ini
  104. ;; and then set this to true
  105. ;; Warning! Don't use this with regions that have existing content!,
  106. ;; This will likely break them
  107. ; CombineContiguousRegions = false
  108. ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
  109. ;; If you have only one region in an instance, or to avoid the many bugs
  110. ;; that you can trigger in modules by restarting a region, set this to
  111. ;; true to make the entire instance exit instead of restarting the region.
  112. ;; This is meant to be used on systems where some external system like
  113. ;; Monit will restart any instance that exits, thereby making the shutdown
  114. ;; into a restart.
  115. ; InworldRestartShutsDown = false
  116. ;; Persistence of changed objects happens during regular sweeps. The
  117. ;; following control that behaviour to prevent frequently changing objects
  118. ;; from heavily loading the region data store.
  119. ;; If both of these values are set to zero then persistence of all changed
  120. ;; objects will happen on every sweep.
  121. ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
  122. ;; Objects will be considered for persistance in the next sweep when they
  123. ;; have not changed for this number of seconds.
  124. ; MinimumTimeBeforePersistenceConsidered = 60
  125. ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
  126. ;; Objects will always be considered for persistance in the next sweep
  127. ;; if the first change occurred this number of seconds ago.
  128. ; MaximumTimeBeforePersistenceConsidered = 600
  129. ;# {see_into_this_sim_from_neighbor} {} {Should avatars in neighbor sims see objects in this sim?} {true false} true
  130. ;; Should avatars in neighbor sims see objects in this sim?
  131. ; see_into_this_sim_from_neighbor = true
  132. ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
  133. ;; if you would like to allow prims to be physical and move by physics
  134. ;; with the physical checkbox in the client set this to true.
  135. ; physical_prim = true
  136. ;; Select a mesher here.
  137. ;;
  138. ;; Meshmerizer properly handles complex prims by using triangle meshes.
  139. ;; Note that only the ODE physics engine currently deals with meshed
  140. ;; prims in a satisfactory way.
  141. ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
  142. ;; ZeroMesher is faster but leaves the physics engine to model the mesh
  143. ;; using the basic shapes that it supports.
  144. ;; Usually this is only a box.
  145. ;; Default is Meshmerizer
  146. ; meshing = Meshmerizer
  147. ; meshing = ZeroMesher
  148. ;; Choose one of the physics engines below
  149. ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine
  150. ;; OpenDynamicsEngine is by some distance the most developed physics engine
  151. ;; BulletSim is incomplete and experimental but in active development
  152. ;; basicphysics effectively does not model physics at all, making all objects phantom
  153. ;; Default is OpenDynamicsEngine
  154. ; physics = OpenDynamicsEngine
  155. ; physics = BulletSim
  156. ; physics = basicphysics
  157. ; physics = POS
  158. ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
  159. ;; Permission modules to use, separated by comma.
  160. ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
  161. ; permissionmodules = DefaultPermissionsModule
  162. ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
  163. ;; These are the parameters for the default permissions module
  164. ;;
  165. ;; If set to false, then, in theory, the server never carries out
  166. ;; permission checks (allowing anybody to copy
  167. ;; any item, etc. This may not yet be implemented uniformally.
  168. ;; If set to true, then all permissions checks are carried out
  169. ; serverside_object_permissions = true
  170. ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
  171. ;; This allows users with a UserLevel of 200 or more to assume god
  172. ;; powers in the regions in this simulator.
  173. ; allow_grid_gods = false
  174. ;; This allows some control over permissions
  175. ;; please note that this still doesn't duplicate SL, and is not intended to
  176. ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
  177. ;; Allow region owners to assume god powers in their regions
  178. ; region_owner_is_god = true
  179. ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
  180. ;; Allow region managers to assume god powers in regions they manage
  181. ; region_manager_is_god = false
  182. ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
  183. ;; Allow parcel owners to assume god powers in their parcels
  184. ; parcel_owner_is_god = true
  185. ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
  186. ;; More control over permissions
  187. ;; This is definitely not SL!
  188. ;; Provides a simple control for land owners to give build rights to specific avatars
  189. ;; in publicly accessible parcels that disallow object creation in general.
  190. ;; Owners specific avatars by adding them to the Access List of the parcel
  191. ;; without having to use the Groups feature
  192. ; simple_build_permissions = false
  193. ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
  194. ;; Default script engine to use. Currently, we only have XEngine
  195. ; DefaultScriptEngine = "XEngine"
  196. ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
  197. ;; Map tile options. You can choose to generate no map tiles at all,
  198. ;; generate normal maptiles, or nominate an uploaded texture to
  199. ;; be the map tile
  200. ; GenerateMaptiles = true
  201. ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
  202. ;; If desired, a running region can update the map tiles periodically
  203. ;; to reflect building activity. This names no sense of you don't have
  204. ;; prims on maptiles. Value is in seconds.
  205. ; MaptileRefresh = 0
  206. ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
  207. ;; If not generating maptiles, use this static texture asset ID
  208. ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
  209. ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
  210. ;; Use terrain texture for maptiles if true, use shaded green if false
  211. ; TextureOnMapTile = true
  212. ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
  213. ;; Draw objects on maptile. This step might take a long time if you've
  214. ;; got a large number of objects, so you can turn it off here if you'd like.
  215. ; DrawPrimOnMapTile = true
  216. ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
  217. ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if required
  218. ; HttpProxy = "http://proxy.com:8080"
  219. ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
  220. ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a list of regular expressions for URLs that you don't want to go through the proxy
  221. ;; For example, servers inside your firewall.
  222. ;; Separate patterns with a ';'
  223. ; HttpProxyExceptions = ".mydomain.com;localhost"
  224. ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
  225. ;; The email module requires some configuration. It needs an SMTP
  226. ;; server to send mail through.
  227. ; emailmodule = DefaultEmailModule
  228. ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
  229. ;; SpawnPointRouting adjusts the landing for incoming avatars.
  230. ;; "closest" will place the avatar at the SpawnPoint located in the closest
  231. ;; available spot to the destination (typically map click/landmark).
  232. ;; "random" will place the avatar on a randomly selected spawnpoint;
  233. ;; "sequence" will place the avatar on the next sequential SpawnPoint
  234. ; SpawnPointRouting = closest
  235. ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
  236. ;; TelehubAllowLandmark allows users with landmarks to override telehub routing and land at the landmark coordinates when set to true
  237. ;; default is false
  238. ; TelehubAllowLandmark = false
  239. ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
  240. ;; Bar (|) separated list of viewers which may gain access to the regions.
  241. ;; One can use a substring of the viewer name to enable only certain versions
  242. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  243. ;; - "Imprudence" has access
  244. ;; - "Imprudence 1.3" has access
  245. ;; - "Imprudence 1.3.1" has no access
  246. ; AllowedViewerList =
  247. ;# {BannedClients} {} {Bar (|) separated list of banned clients} {}
  248. ;# Bar (|) separated list of viewers which may not gain access to the regions.
  249. ;; One can use a Substring of the viewer name to disable only certain versions
  250. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  251. ;; - "Imprudence" has no access
  252. ;; - "Imprudence 1.3" has no access
  253. ;; - "Imprudence 1.3.1" has access
  254. ; BannedViewerList =
  255. [Estates]
  256. ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
  257. ; If these values are uncommented then they will be used to create a default estate as necessary.
  258. ; New regions will be automatically assigned to that default estate.
  259. ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
  260. ;; Name for the default estate
  261. ; DefaultEstateName = My Estate
  262. ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
  263. ;; Name for default estate owner
  264. ; DefaultEstateOwnerName = FirstName LastName
  265. ; ** Standalone Estate Settings **
  266. ; The following parameters will only be used on a standalone system to
  267. ; create an estate owner that does not already exist
  268. ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
  269. ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
  270. ;; UUID will be assigned. This is normally what you want
  271. ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
  272. ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
  273. ;; Email address for the default estate owner
  274. ; DefaultEstateOwnerEMail = [email protected]
  275. ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
  276. ;; Password for the default estate owner
  277. ; DefaultEstateOwnerPassword = password
  278. [SMTP]
  279. ;; The SMTP server enabled the email module to send email to external
  280. ;; destinations.
  281. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
  282. ;; Enable sending email via SMTP
  283. ; enabled = false
  284. ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
  285. ; internal_object_host = lsl.opensim.local
  286. ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
  287. ; host_domain_header_from = "127.0.0.1"
  288. ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
  289. ; email_pause_time = 20
  290. ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
  291. ; email_max_size = 4096
  292. ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
  293. ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
  294. ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
  295. ; SMTP_SERVER_PORT = 25
  296. ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
  297. ; SMTP_SERVER_LOGIN = ""
  298. ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
  299. ; SMTP_SERVER_PASSWORD = ""
  300. [Network]
  301. ;# {ConsoleUser} {} {User name for console account} {}
  302. ;; Configure the remote console user here. This will not actually be used
  303. ;; unless you use -console=rest at startup.
  304. ; ConsoleUser = "Test"
  305. ;# {ConsolePass} {} {Password for console account} {}
  306. ; ConsolePass = "secret"
  307. ;# {console_port} {} {Port for console connections} {} 0
  308. ; console_port = 0
  309. ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
  310. ;; Simulator HTTP port. This is not the region port, but the port the
  311. ;; entire simulator listens on. This port uses the TCP protocol, while
  312. ;; the region ports use UDP.
  313. ; http_listener_port = 9000
  314. ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
  315. ;; Hostname to use in llRequestURL/llRequestSecureURL
  316. ;; if not defined - default machine name is being used
  317. ;; (on Windows this mean NETBIOS name - useably only inside local network)
  318. ; ExternalHostNameForLSL = "127.0.0.1"
  319. ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
  320. ;; What is reported as the "X-Secondlife-Shard"
  321. ;; Defaults to the user server url if not set
  322. ;; The old default is "OpenSim", set here for compatibility
  323. ;; The below is not commented for compatibility.
  324. shard = "OpenSim"
  325. ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
  326. ;; What is reported as the "User-Agent" when using llHTTPRequest
  327. ;; Defaults to not sent if not set here. See the notes section in the wiki
  328. ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
  329. ;; " (Mozilla Compatible)" to the text where there are problems with a web server
  330. ; user_agent = "OpenSim LSL (Mozilla Compatible)"
  331. [ClientStack.LindenUDP]
  332. ;; See OpensSimDefaults.ini for the throttle options. You can copy the
  333. ;; relevant sections and override them here.
  334. ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
  335. ;; with the next update!
  336. ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
  337. ;; Quash and remove any light properties from attachments not on the
  338. ;; hands. This allows flashlights and lanterns to function, but kills
  339. ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
  340. ;; will also be affected.
  341. ;; This is especially important in artistic builds that depend on lights
  342. ;; on the build for their appearance, since facelights will cause the
  343. ;; building's lights to possibly not be rendered.
  344. ; DisableFacelights = "false"
  345. [ClientStack.LindenCaps]
  346. ;; For the long list of capabilities, see OpenSimDefaults.ini
  347. ;; Here are the few ones you may want to change. Possible values
  348. ;; are:
  349. ;; "" -- empty, capability disabled
  350. ;; "localhost" -- capability enabled and served by the simulator
  351. ;; "<url>" -- capability enabled and served by some other server
  352. ;;
  353. ; These are enabled by default to localhost. Change if you see fit.
  354. Cap_GetTexture = "localhost"
  355. Cap_GetMesh = "localhost"
  356. ; This is disabled by default. Change if you see fit. Note that
  357. ; serving this cap from the simulators may lead to poor performace.
  358. Cap_WebFetchInventoryDescendents = ""
  359. [SimulatorFeatures]
  360. ;# {MapImageServerURI} {} {URL for the map server} {}
  361. ; Experimental new information sent in SimulatorFeatures cap for Kokua viewers
  362. ; meant to override the MapImage and search server url given at login, and varying
  363. ; on a sim-basis.
  364. ; Viewers that don't understand it, will ignore it
  365. ;MapImageServerURI = "http://127.0.0.1:9000/"
  366. ;# {SearchServerURI} {} {URL of the search server} {}
  367. ;SearchServerURI = "http://127.0.0.1:9000/"
  368. [Chat]
  369. ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
  370. ;; Distance in meters that whispers should travel.
  371. ; whisper_distance = 10
  372. ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
  373. ;; Distance in meters that ordinary chat should travel.
  374. ; say_distance = 20
  375. ;# {shout_distance} {Distance at which a shout is heard, in meters?} {} 100
  376. ;; Distance in meters that shouts should travel.
  377. ; shout_distance = 100
  378. [Messaging]
  379. ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule *}
  380. ;; Module to handle offline messaging. The core module requires an external
  381. ;; web service to do this. See OpenSim wiki.
  382. ; OfflineMessageModule = OfflineMessageModule
  383. ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule} {URL of offline messaging service} {}
  384. ;; URL of web service for offline message storage
  385. ; OfflineMessageURL = http://yourserver/Offline.php
  386. ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
  387. ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
  388. ;; messages to work
  389. ; MuteListModule = MuteListModule
  390. ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
  391. ;; URL of the web service that serves mute lists. Not currently used, but
  392. ;; must be set to allow offline messaging to work.
  393. ; MuteListURL = http://yourserver/Mute.php
  394. ;; Control whether group messages are forwarded to offline users.
  395. ;; Default is true.
  396. ;; This applies to the core groups module (Flotsam) only.
  397. ; ForwardOfflineGroupMessages = true
  398. [ODEPhysicsSettings]
  399. ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
  400. ;; Do we want to mesh sculpted prim to collide like they look?
  401. ;; If you are seeing sculpt texture decode problems
  402. ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
  403. ;; then you might want to try setting this to false.
  404. ; mesh_sculpted_prim = true
  405. ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
  406. ;; If you would like physics joints to be enabled through a special naming
  407. ;; convention in the client, set this to true.
  408. ;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
  409. ; use_NINJA_physics_joints = false
  410. [RemoteAdmin]
  411. ;; This is the remote admin module, which uses XMLRPC requests to
  412. ;; manage regions from a web interface.
  413. ;# {enabled} {} {Enable the remote admin interface?} {true false} false
  414. ; enabled = false
  415. ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
  416. ;; Set this to a nonzero value to have remote admin use a different port
  417. ; port = 0
  418. ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
  419. ;; This password is required to make any XMLRPC call (should be set as
  420. ;; the "password" parameter)
  421. ; access_password = ""
  422. ;# List the IP addresses allowed to call RemoteAdmin
  423. ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
  424. ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
  425. ; access_ip_addresses =
  426. ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
  427. ;; set this variable to true if you want the create_region XmlRpc
  428. ;; call to unconditionally enable voice on all parcels for a newly
  429. ;; created region
  430. ; create_region_enable_voice = false
  431. ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
  432. ;; set this variable to false if you want the create_region XmlRpc
  433. ;; call to create all regions as private per default (can be
  434. ;; overridden in the XmlRpc call)
  435. ; create_region_public = false
  436. ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
  437. ;; enable only those methods you deem to be appropriate using a | delimited
  438. ;; whitelist.
  439. ;; For example:
  440. ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
  441. ;; if this parameter is not specified but enabled = true, all methods
  442. ;; will be available
  443. ; enabled_methods = all
  444. ;; specify the default appearance for an avatar created through the remote
  445. ;; admin interface
  446. ;; This will only take effect is the file specified by the
  447. ;; default_appearance setting below exists
  448. ; default_male = Default Male
  449. ; default_female = Default Female
  450. ;; Update appearance copies inventory items and wearables of default
  451. ;; avatars. if this value is false, just worn assets are copied to the
  452. ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
  453. ;; The receiver will wear the same items the default avatar did wear.
  454. ; copy_folders = false
  455. ;; Path to default appearance XML file that specifies the look of the
  456. ;; default avatars
  457. ; default_appearance = default_appearance.xml
  458. [Wind]
  459. ;# {enabled} {} {Enable wind module?} {true false} true
  460. ;; Enables the wind module.
  461. ; enabled = true
  462. ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
  463. ;; How often should wind be updated, as a function of world frames.
  464. ;; Approximately 50 frames a second
  465. ; wind_update_rate = 150
  466. ;; The Default Wind Plugin to load
  467. ; wind_plugin = SimpleRandomWind
  468. ;; These settings are specific to the ConfigurableWind plugin
  469. ;; To use ConfigurableWind as the default, simply change wind_plugin
  470. ;; to ConfigurableWind and uncomment the following.
  471. ; avg_strength = 5.0
  472. ; avg_direction = 0.0
  473. ; var_strength = 5.0
  474. ; var_direction = 30.0
  475. ; rate_change = 1.0
  476. ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
  477. ;; This setting is specific to the SimpleRandomWind plugin
  478. ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
  479. ; strength = 1.0
  480. [LightShare]
  481. ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
  482. ;; This enables the transmission of Windlight scenes to supporting clients,
  483. ;; such as the Meta7 viewer.
  484. ;; It has no ill effect on viewers which do not support server-side
  485. ;; windlight settings.
  486. ; enable_windlight = false
  487. [DataSnapshot]
  488. ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
  489. ;; The following set of configs pertains to search.
  490. ;; Set index_sims to true to enable search engines to index your
  491. ;; searchable data.
  492. ;; If false, no data will be exposed, DataSnapshot module will be off,
  493. ;; and you can ignore the rest of these search-related configs.
  494. ; index_sims = false
  495. ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
  496. ;; The variable data_exposure controls what the regions expose:
  497. ;; minimum: exposes only things explicitly marked for search
  498. ;; all: exposes everything
  499. ; data_exposure = minimum
  500. ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
  501. ;; If search is on, change this to your grid name; will be ignored for
  502. ;; standalones
  503. ; gridname = "OSGrid"
  504. ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
  505. ;; Period between data snapshots, in seconds. 20 minutes, for starters,
  506. ;; so that you see the initial changes fast.
  507. ;; Later, you may want to increase this to 3600 (1 hour) or more
  508. ; default_snapshot_period = 1200
  509. ;; This will be created in bin, if it doesn't exist already. It will hold
  510. ;; the data snapshots.
  511. ; snapshot_cache_directory = "DataSnapshot"
  512. ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
  513. ; This semicolon-separated string serves to notify specific data services
  514. ; about the existence of this sim. Uncomment if you want to index your
  515. ; data with this and/or other search providers.
  516. ; data_services="http://metaverseink.com/cgi-bin/register.py"
  517. [Economy]
  518. ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
  519. ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
  520. ; There is no intention to implement anything further in core OpenSimulator.
  521. ; This functionality has to be provided by third party modules.
  522. ;; Enables selling things for $0. Default is true.
  523. ; SellEnabled = true
  524. ;# {PriceUpload} {} {Price for uploading?} {} 0
  525. ;; Money Unit fee to upload textures, animations etc. Default is 0.
  526. ; PriceUpload = 0
  527. ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
  528. ;; Money Unit fee to create groups. Default is 0.
  529. ; PriceGroupCreate = 0
  530. [XEngine]
  531. ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
  532. ;; Enable this engine in this OpenSim instance
  533. ; Enabled = true
  534. ;; How many threads to keep alive even if nothing is happening
  535. ; MinThreads = 2
  536. ;; How many threads to start at maximum load
  537. ; MaxThreads = 100
  538. ;; Time a thread must be idle (in seconds) before it dies
  539. ; IdleTimeout = 60
  540. ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
  541. ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
  542. ;; "Highest")
  543. ; Priority = "BelowNormal"
  544. ;; Maximum number of events to queue for a script (excluding timers)
  545. ; MaxScriptEventQueue = 300
  546. ;; Stack size per script engine thread in bytes.
  547. ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
  548. ;; The trade-off may be increased memory usage by the script engine.
  549. ; ThreadStackSize = 262144
  550. ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} (true false) true
  551. ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
  552. ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
  553. ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
  554. ;; by scripts have changed.
  555. ; DeleteScriptsOnStartup = true
  556. ;; Set this to true (the default) to load each script into a separate
  557. ;; AppDomain.
  558. ;;
  559. ;; Setting this to false will load all script assemblies into the
  560. ;; current AppDomain, which will significantly improve script loading times.
  561. ;; It will also reduce initial per-script memory overhead.
  562. ;;
  563. ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
  564. ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
  565. ;; Some Windows users have also reported script loading problems when AppDomainLoading = false
  566. ; AppDomainLoading = true
  567. ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
  568. ;; Default language for scripts
  569. ; DefaultCompileLanguage = "lsl"
  570. ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
  571. ;; List of allowed languages (lsl,vb,cs)
  572. ;; AllowedCompilers=lsl,cs,js,vb.
  573. ;; *warning*, non lsl languages have access to static methods such as
  574. ;; System.IO.File. Enable at your own risk.
  575. ; AllowedCompilers = "lsl"
  576. ;; Compile debug info (line numbers) into the script assemblies
  577. ; CompileWithDebugInformation = true
  578. ;; Allow the user of mod* functions. This allows a script to pass messages
  579. ;; to a region module via the modSendCommand() function
  580. ;; Default is false
  581. ; AllowMODFunctions = false
  582. ;# {AllowOSFunctions} {Enabled:true} {Allow OSFunctions? (DANGEROUS!)} {true false} false
  583. ;; Allow the use of os* functions (some are dangerous)
  584. ; AllowOSFunctions = false
  585. ;# {AllowLightShareFunctions} {Enabled:true [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} true
  586. ; Allow the user of LightShare functions
  587. ; AllowLightShareFunctions = false
  588. ;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow
  589. ;; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
  590. ;; See http://opensimulator.org/wiki/Threat_level for more information on these levels.
  591. ;; We do not recommend that use set a general level above Low unless you have a high level of trust
  592. ;; in all the users that can run scripts in your simulator. It is safer to explicitly
  593. ;; allow certain types of user to run higher threat level OSSL functions, as detailed later on.
  594. OSFunctionThreatLevel = VeryLow
  595. ; OS Functions enable/disable
  596. ; For each function, you can add one line, as shown
  597. ; The default for all functions allows them if below threat level
  598. ; true allows the use of the function unconditionally
  599. ; Allow_osSetRegionWaterHeight = true
  600. ; false disables the function completely
  601. ; Allow_osSetRegionWaterHeight = false
  602. ; Comma separated list of UUIDS allows the function for that list of UUIDS
  603. ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
  604. ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
  605. ; - PARCEL_GROUP_MEMBER: allow if the object group is the same group as the parcel
  606. ; - PARCEL_OWNER: allow if the object owner is the parcel owner
  607. ; - ESTATE_MANAGER: allow if the object owner is an estate manager
  608. ; - ESTATE_OWNER: allow if the object owner is the estate owner
  609. ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
  610. ; You can also use script creators as the uuid
  611. ; Creators_osSetRegionWaterHeight = <uuid>, ...
  612. ; If both Allow_ and Creators_ are given, effective permissions
  613. ; are the union of the two.
  614. ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
  615. ;; Time a script can spend in an event handler before it is interrupted
  616. ; EventLimit = 30
  617. ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
  618. ;; If a script overruns it's event limit, kill the script?
  619. ; KillTimedOutScripts = false
  620. ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
  621. ;; Sets the multiplier for the scripting delays
  622. ; ScriptDelayFactor = 1.0
  623. ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
  624. ;; The factor the 10 m distances limits are multiplied by
  625. ; ScriptDistanceLimitFactor = 1.0
  626. ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
  627. ;; Maximum length of notecard line read
  628. ;; Increasing this to large values potentially opens
  629. ;; up the system to malicious scripters
  630. ; NotecardLineReadCharsMax = 255
  631. ;# {SensorMaxRange} {} {Sensor range} {} 96.0
  632. ;; Sensor settings
  633. ; SensorMaxRange = 96.0
  634. ;# {SensorMaxResults} {} {Max sensor results returned?} {}
  635. ; SensorMaxResults = 16
  636. ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
  637. ;; Disable underground movement of prims (default true); set to
  638. ;; false to allow script controlled underground positioning of
  639. ;; prims
  640. ; DisableUndergroundMovement = true
  641. ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
  642. ;; Path to script engine assemblies
  643. ;; Default is ./bin/ScriptEngines
  644. ; ScriptEnginesPath = "ScriptEngines"
  645. [MRM]
  646. ;; Enables the Mini Region Modules Script Engine.
  647. ; Enabled = false
  648. ;; Runs MRM in a Security Sandbox
  649. ;; WARNING: DISABLING IS A SECURITY RISK.
  650. ; Sandboxed = true
  651. ;; The level sandbox to use, adjust at your OWN RISK.
  652. ;; Valid values are:
  653. ;; * FullTrust
  654. ;; * SkipVerification
  655. ;; * Execution
  656. ;; * Nothing
  657. ;; * LocalIntranet
  658. ;; * Internet
  659. ;; * Everything
  660. ; SandboxLevel = "Internet"
  661. ;; Only allow Region Owners to run MRMs
  662. ;; May represent a security risk if you disable this.
  663. ; OwnerOnly = true
  664. [FreeSwitchVoice]
  665. ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
  666. ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
  667. ; Enabled = false
  668. ;; You need to load a local service for a standalone, and a remote service
  669. ;; for a grid region. Use one of the lines below, as appropriate
  670. ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
  671. ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
  672. ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
  673. ;; If using a remote connector, specify the server URL
  674. ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
  675. [Groups]
  676. ;# {Enabled} {} {Enable groups?} {true false} false
  677. ;; Enables the groups module
  678. ; Enabled = false
  679. ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {} Default
  680. ;; This is the current groups stub in Region.CoreModules.Avatar.Groups.
  681. ;; All the other settings below only really apply to the Flotsam/SimianGrid
  682. ;; GroupsModule.
  683. ;; This module can use a PHP XmlRpc server from the Flotsam project at
  684. ;; http://code.google.com/p/flotsam/
  685. ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
  686. ; Module = Default
  687. ;# {MessagingEnabled} {Module:GroupsModule} {Is groups messaging enabled?} {true false} true
  688. ; MessagingEnabled = true
  689. ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule} GroupsMessagingModule
  690. ; MessagingModule = GroupsMessagingModule
  691. ;# {ServicesConnectorModule} {Module:GroupsModule} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector} XmlRpcGroupsServicesConnector
  692. ;; Service connectors to the Groups Service as used in the GroupsModule. Select one depending on
  693. ;; whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
  694. ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
  695. ;# {GroupsServerURI} {Module:GroupsModule} {Groups Server URI} {}
  696. ;; URI for the groups services
  697. ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
  698. ;; or http://mygridserver.com:82/Grid/ for SimianGrid
  699. ; GroupsServerURI = ""
  700. ;# {NoticesEnabled} {Module:GroupsModule} {Enable group notices?} {true false} true
  701. ;; Enable Group Notices
  702. ; NoticesEnabled = true
  703. ;; This makes the Groups modules very chatty on the console.
  704. ; DebugEnabled = false
  705. ;; XmlRpc Security settings. These must match those set on your backend
  706. ;; groups service if the service is using these keys
  707. ; XmlRpcServiceReadKey = 1234
  708. ; XmlRpcServiceWriteKey = 1234
  709. [InterestManagement]
  710. ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
  711. ;; This section controls how state updates are prioritized for each client
  712. ;; Valid values are BestAvatarResponsiveness, Time, Distance,
  713. ;; SimpleAngularDistance, FrontBack
  714. ; UpdatePrioritizationScheme = BestAvatarResponsiveness
  715. [MediaOnAPrim]
  716. ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
  717. ;; Enable media on a prim facilities
  718. ; Enabled = true;
  719. [NPC]
  720. ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
  721. ; Enabled = false
  722. [Terrain]
  723. ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
  724. ; InitialTerrain = "pinhead-island"
  725. [Architecture]
  726. ;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini
  727. ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
  728. ;; uncomment Include-Architecture = "config-include/Standalone.ini"
  729. ;;
  730. ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
  731. ;; that the referenced .ini file goes on to include.
  732. ;;
  733. ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
  734. ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
  735. ;; editing it to set the database and backend services that OpenSim will use.
  736. ;;
  737. ; Include-Architecture = "config-include/Standalone.ini"
  738. ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
  739. ; Include-Architecture = "config-include/Grid.ini"
  740. ; Include-Architecture = "config-include/GridHypergrid.ini"
  741. ; Include-Architecture = "config-include/SimianGrid.ini"
  742. ; Include-Architecture = "config-include/HyperSimianGrid.ini"