OpenSim.ini.example 46 KB

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  1. ;; This is the main configuration file for OpenSimulator.
  2. ;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
  3. ;; If it's named OpenSim.ini.example then you will need to copy it to
  4. ;; OpenSim.ini first (if that file does not already exist)
  5. ;;
  6. ;; If you are copying, then once you have copied OpenSim.ini.example to
  7. ;; OpenSim.ini you will need to pick an architecture in the [Architecture]
  8. ;; section at the end of this file.
  9. ;;
  10. ;; The settings in this file are in the form "<key> = <value>". For example,
  11. ;; save_crashes = false in the [Startup] section below.
  12. ;;
  13. ;; All settings are initially commented out and the default value used, as
  14. ;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
  15. ;; deleting the initial semicolon (;) and then change the value. This will
  16. ;; override the value in OpenSimDefaults.ini
  17. ;;
  18. ;; If you want to find out what configuration OpenSimulator has finished with
  19. ;; once all the configuration files are loaded then type "config show" on the
  20. ;; region console command line.
  21. ;;
  22. ;;
  23. ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
  24. ;;
  25. ;; All leading white space is ignored, but preserved.
  26. ;;
  27. ;; Double semicolons denote a text comment
  28. ;;
  29. ;; ;# denotes a configuration directive description
  30. ;; formatted as:
  31. ;; {option} {depends on} {question to ask} {choices} default value
  32. ;; Any text comments following the declaration, up to the next blank line.
  33. ;; will be copied to the generated file (NOTE: generation is not yet
  34. ;; implemented)
  35. ;;
  36. ;; A * in the choices list will allow an empty entry.
  37. ;; An empty question will set the default if the dependencies are
  38. ;; satisfied.
  39. ;;
  40. ;; ; denotes a commented out option.
  41. ;; Any options added to OpenSim.ini.example should be initially commented
  42. ;; out.
  43. [Startup]
  44. ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
  45. ;; Console prompt
  46. ;; Certain special characters can be used to customize the prompt
  47. ;; Currently, these are
  48. ;; \R - substitute region name
  49. ;; \\ - substitute \
  50. ; ConsolePrompt = "Region (\R) "
  51. ;# {save_crashes} {} {Save crashes to disk?} {true false} false
  52. ;; Set this to true if you want to log crashes to disk
  53. ;; this can be useful when submitting bug reports.
  54. ;; However, this will only log crashes within OpenSimulator that cause the
  55. ;; entire program to exit
  56. ;; It will not log crashes caused by virtual machine failures, which
  57. ;; includes mono and ODE failures.
  58. ;; You will need to capture these native stack traces by recording the
  59. ;; session log itself.
  60. ; save_crashes = false
  61. ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
  62. ;; Directory to save crashes to if above is enabled
  63. ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
  64. ; crash_dir = "crashes"
  65. ;# {PIDFile} {} {Path to PID file?} {}
  66. ;; Place to create a PID file
  67. ; PIDFile = "/tmp/my.pid"
  68. ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
  69. ;; Determine where OpenSimulator looks for the files which tell it
  70. ;; which regions to server
  71. ;; Default is "filesystem"
  72. ; region_info_source = "filesystem"
  73. ; region_info_source = "web"
  74. ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
  75. ;; Determines where the region XML files are stored if you are loading
  76. ;; these from the filesystem.
  77. ;; Defaults to bin/Regions in your OpenSimulator installation directory
  78. ; regionload_regionsdir="C:\somewhere\xmlfiles\"
  79. ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
  80. ;; Determines the page from which regions xml is retrieved if you are
  81. ;; loading these from the web.
  82. ;; The XML here has the same format as it does on the filesystem
  83. ;; (including the <Root> tag), except that everything is also enclosed
  84. ;; in a <Regions> tag.
  85. ; regionload_webserver_url = "http://example.com/regions.xml";
  86. ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
  87. ;; Allow the simulator to start up if there are no region configuration available
  88. ;; from the selected region_info_source.
  89. ; allow_regionless = false
  90. ;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20
  91. ;; Increasing the number of undos available number will increase memory usage.
  92. MaxPrimUndos = 20
  93. ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
  94. ;; Minimum size for non-physical prims. Affects resizing of existing
  95. ;; prims. This can be overriden in the region config file (as
  96. ;; NonPhysicalPrimMin!).
  97. ; NonPhysicalPrimMin = 0.001
  98. ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
  99. ;; Maximum size for non-physical prims. Affects resizing of existing
  100. ;; prims. This can be overriden in the region config file (as
  101. ;; NonPhysicalPrimMax!).
  102. ; NonPhysicalPrimMax = 256
  103. ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 10
  104. ;; Maximum size where a prim can be physical. Affects resizing of
  105. ;; existing prims. This can be overriden in the region config file.
  106. ; PhysicalPrimMin = 0.01
  107. ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
  108. ;; Maximum size where a prim can be physical. Affects resizing of
  109. ;; existing prims. This can be overriden in the region config file.
  110. ; PhysicalPrimMax = 10
  111. ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
  112. ;; If a viewer attempts to rez a prim larger than the non-physical or
  113. ;; physical prim max, clamp the dimensions to the appropriate maximum
  114. ;; This can be overriden in the region config file.
  115. ; ClampPrimSize = false
  116. ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
  117. ;; Maximum number of prims allowable in a linkset. Affects creating new
  118. ;; linksets. Ignored if less than or equal to zero.
  119. ;; This can be overriden in the region config file.
  120. ; LinksetPrims = 0
  121. ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
  122. ;; Allow scripts to keep running when they cross region boundaries, rather
  123. ;; than being restarted. State is reloaded on the destination region.
  124. ;; This only applies when crossing to a region running in a different
  125. ;; simulator.
  126. ;; For crossings where the regions are on the same simulator the script is
  127. ;; always kept running.
  128. ; AllowScriptCrossing = true
  129. ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
  130. ;; Allow compiled script binary code to cross region boundaries.
  131. ;; If you set this to "true", any region that can teleport to you can
  132. ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
  133. ;; YOU HAVE BEEN WARNED!!!
  134. ; TrustBinaries = false
  135. ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content!)} {true false} false
  136. ;; Combine all contiguous regions into one large megaregion
  137. ;; Order your regions from South to North, West to East in your regions.ini
  138. ;; and then set this to true
  139. ;; Warning! Don't use this with regions that have existing content!,
  140. ;; This will likely break them
  141. ; CombineContiguousRegions = false
  142. ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
  143. ;; If you have only one region in an instance, or to avoid the many bugs
  144. ;; that you can trigger in modules by restarting a region, set this to
  145. ;; true to make the entire instance exit instead of restarting the region.
  146. ;; This is meant to be used on systems where some external system like
  147. ;; Monit will restart any instance that exits, thereby making the shutdown
  148. ;; into a restart.
  149. ; InworldRestartShutsDown = false
  150. ;; Persistence of changed objects happens during regular sweeps. The
  151. ;; following control that behaviour to prevent frequently changing objects
  152. ;; from heavily loading the region data store.
  153. ;; If both of these values are set to zero then persistence of all changed
  154. ;; objects will happen on every sweep.
  155. ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
  156. ;; Objects will be considered for persistance in the next sweep when they
  157. ;; have not changed for this number of seconds.
  158. ; MinimumTimeBeforePersistenceConsidered = 60
  159. ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
  160. ;; Objects will always be considered for persistance in the next sweep
  161. ;; if the first change occurred this number of seconds ago.
  162. ; MaximumTimeBeforePersistenceConsidered = 600
  163. ;# {see_into_this_sim_from_neighbor} {} {Should avatars in neighbor sims see objects in this sim?} {true false} true
  164. ;; Should avatars in neighbor sims see objects in this sim?
  165. ; see_into_this_sim_from_neighbor = true
  166. ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
  167. ;; if you would like to allow prims to be physical and move by physics
  168. ;; with the physical checkbox in the client set this to true.
  169. ; physical_prim = true
  170. ;; Select a mesher here.
  171. ;;
  172. ;; Meshmerizer properly handles complex prims by using triangle meshes.
  173. ;; Note that only the ODE physics engine currently deals with meshed
  174. ;; prims in a satisfactory way.
  175. ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
  176. ;; ZeroMesher is faster but leaves the physics engine to model the mesh
  177. ;; using the basic shapes that it supports.
  178. ;; Usually this is only a box.
  179. ;; Default is Meshmerizer
  180. ; meshing = Meshmerizer
  181. ; meshing = ZeroMesher
  182. ;; Choose one of the physics engines below
  183. ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine
  184. ;; OpenDynamicsEngine is by some distance the most developed physics engine
  185. ;; BulletSim is incomplete and experimental but in active development
  186. ;; basicphysics effectively does not model physics at all, making all
  187. ;; objects phantom
  188. ;; Default is OpenDynamicsEngine
  189. ; physics = OpenDynamicsEngine
  190. ; physics = BulletSim
  191. ; physics = basicphysics
  192. ; physics = POS
  193. ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
  194. ;; Permission modules to use, separated by comma.
  195. ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
  196. ; permissionmodules = DefaultPermissionsModule
  197. ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
  198. ;; These are the parameters for the default permissions module
  199. ;;
  200. ;; If set to false, then, in theory, the server never carries out
  201. ;; permission checks (allowing anybody to copy
  202. ;; any item, etc. This may not yet be implemented uniformally.
  203. ;; If set to true, then all permissions checks are carried out
  204. ; serverside_object_permissions = true
  205. ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
  206. ;; This allows users with a UserLevel of 200 or more to assume god
  207. ;; powers in the regions in this simulator.
  208. ; allow_grid_gods = false
  209. ;; This allows some control over permissions
  210. ;; please note that this still doesn't duplicate SL, and is not intended to
  211. ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
  212. ;; Allow region owners to assume god powers in their regions
  213. ; region_owner_is_god = true
  214. ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
  215. ;; Allow region managers to assume god powers in regions they manage
  216. ; region_manager_is_god = false
  217. ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
  218. ;; Allow parcel owners to assume god powers in their parcels
  219. ; parcel_owner_is_god = true
  220. ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
  221. ;; More control over permissions
  222. ;; This is definitely not SL!
  223. ;; Provides a simple control for land owners to give build rights to
  224. ;; specific avatars in publicly accessible parcels that disallow object
  225. ;; creation in general.
  226. ;; Owners specific avatars by adding them to the Access List of the parcel
  227. ;; without having to use the Groups feature
  228. ; simple_build_permissions = false
  229. ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
  230. ;; Default script engine to use. Currently, we only have XEngine
  231. ; DefaultScriptEngine = "XEngine"
  232. ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
  233. ;; Map tile options. You can choose to generate no map tiles at all,
  234. ;; generate normal maptiles, or nominate an uploaded texture to
  235. ;; be the map tile
  236. ; GenerateMaptiles = true
  237. ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
  238. ;; If desired, a running region can update the map tiles periodically
  239. ;; to reflect building activity. This names no sense of you don't have
  240. ;; prims on maptiles. Value is in seconds.
  241. ; MaptileRefresh = 0
  242. ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
  243. ;; If not generating maptiles, use this static texture asset ID
  244. ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
  245. ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
  246. ;; Use terrain texture for maptiles if true, use shaded green if false
  247. ; TextureOnMapTile = true
  248. ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
  249. ;; Draw objects on maptile. This step might take a long time if you've
  250. ;; got a large number of objects, so you can turn it off here if you'd like.
  251. ; DrawPrimOnMapTile = true
  252. ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
  253. ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
  254. ;; required
  255. ; HttpProxy = "http://proxy.com:8080"
  256. ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
  257. ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
  258. ;; list of regular expressions for URLs that you don't want to go through
  259. ;; the proxy.
  260. ;; For example, servers inside your firewall.
  261. ;; Separate patterns with a ';'
  262. ; HttpProxyExceptions = ".mydomain.com;localhost"
  263. ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
  264. ;; The email module requires some configuration. It needs an SMTP
  265. ;; server to send mail through.
  266. ; emailmodule = DefaultEmailModule
  267. ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
  268. ;; SpawnPointRouting adjusts the landing for incoming avatars.
  269. ;; "closest" will place the avatar at the SpawnPoint located in the closest
  270. ;; available spot to the destination (typically map click/landmark).
  271. ;; "random" will place the avatar on a randomly selected spawnpoint;
  272. ;; "sequence" will place the avatar on the next sequential SpawnPoint
  273. ; SpawnPointRouting = closest
  274. ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
  275. ;; TelehubAllowLandmark allows users with landmarks to override telehub
  276. ;; routing and land at the landmark coordinates when set to true
  277. ;; default is false
  278. ; TelehubAllowLandmark = false
  279. ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
  280. ;; Bar (|) separated list of viewers which may gain access to the regions.
  281. ;; One can use a substring of the viewer name to enable only certain
  282. ;; versions
  283. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  284. ;; - "Imprudence" has access
  285. ;; - "Imprudence 1.3" has access
  286. ;; - "Imprudence 1.3.1" has no access
  287. ; AllowedViewerList =
  288. ;# {BannedClients} {} {Bar (|) separated list of banned clients} {}
  289. ;# Bar (|) separated list of viewers which may not gain access to the regions.
  290. ;; One can use a Substring of the viewer name to disable only certain
  291. ;; versions
  292. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  293. ;; - "Imprudence" has no access
  294. ;; - "Imprudence 1.3" has no access
  295. ;; - "Imprudence 1.3.1" has access
  296. ; BannedViewerList =
  297. [Estates]
  298. ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
  299. ; If these values are uncommented then they will be used to create a default estate as necessary.
  300. ; New regions will be automatically assigned to that default estate.
  301. ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
  302. ;; Name for the default estate
  303. ; DefaultEstateName = My Estate
  304. ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
  305. ;; Name for default estate owner
  306. ; DefaultEstateOwnerName = FirstName LastName
  307. ; ** Standalone Estate Settings **
  308. ; The following parameters will only be used on a standalone system to
  309. ; create an estate owner that does not already exist
  310. ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
  311. ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
  312. ;; UUID will be assigned. This is normally what you want
  313. ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
  314. ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
  315. ;; Email address for the default estate owner
  316. ; DefaultEstateOwnerEMail = [email protected]
  317. ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
  318. ;; Password for the default estate owner
  319. ; DefaultEstateOwnerPassword = password
  320. [SMTP]
  321. ;; The SMTP server enabled the email module to send email to external
  322. ;; destinations.
  323. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
  324. ;; Enable sending email via SMTP
  325. ; enabled = false
  326. ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
  327. ; internal_object_host = lsl.opensim.local
  328. ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
  329. ; host_domain_header_from = "127.0.0.1"
  330. ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
  331. ; email_pause_time = 20
  332. ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
  333. ; email_max_size = 4096
  334. ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
  335. ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
  336. ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
  337. ; SMTP_SERVER_PORT = 25
  338. ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
  339. ; SMTP_SERVER_LOGIN = ""
  340. ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
  341. ; SMTP_SERVER_PASSWORD = ""
  342. [Network]
  343. ;# {ConsoleUser} {} {User name for console account} {}
  344. ;; Configure the remote console user here. This will not actually be used
  345. ;; unless you use -console=rest at startup.
  346. ; ConsoleUser = "Test"
  347. ;# {ConsolePass} {} {Password for console account} {}
  348. ; ConsolePass = "secret"
  349. ;# {console_port} {} {Port for console connections} {} 0
  350. ; console_port = 0
  351. ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
  352. ;; Simulator HTTP port. This is not the region port, but the port the
  353. ;; entire simulator listens on. This port uses the TCP protocol, while
  354. ;; the region ports use UDP.
  355. ; http_listener_port = 9000
  356. ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
  357. ;; Hostname to use in llRequestURL/llRequestSecureURL
  358. ;; if not defined - default machine name is being used
  359. ;; (on Windows this mean NETBIOS name - useably only inside local network)
  360. ; ExternalHostNameForLSL = "127.0.0.1"
  361. ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
  362. ;; What is reported as the "X-Secondlife-Shard"
  363. ;; Defaults to the user server url if not set
  364. ;; The old default is "OpenSim", set here for compatibility
  365. ;; The below is not commented for compatibility.
  366. shard = "OpenSim"
  367. ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
  368. ;; What is reported as the "User-Agent" when using llHTTPRequest
  369. ;; Defaults to not sent if not set here. See the notes section in the wiki
  370. ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
  371. ;; " (Mozilla Compatible)" to the text where there are problems with a
  372. ;; web server
  373. ; user_agent = "OpenSim LSL (Mozilla Compatible)"
  374. [XMLRPC]
  375. ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
  376. ;; If enabled and set to XmlRpcRouterModule, this will post an event,
  377. ;; "xmlrpc_uri(string)" to the script concurrently with the first
  378. ;; remote_data event. This will contain the fully qualified URI an
  379. ;; external site needs to use to send XMLRPC requests to that script
  380. ;;
  381. ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
  382. ;; will be registered with an external service via a configured uri
  383. ;XmlRpcRouterModule = "XmlRpcRouterModule"
  384. ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
  385. ;XmlRpcPort = 20800
  386. ;# {XmlRpcHubURI} {XmlRpcRouterModule} {URI for external service used to register xmlrpc channels created in the simulator. This depends on XmlRpcRouterModule being set to XmlRpcGridRouterModule} http://example.com
  387. ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
  388. ;; will use this address to register xmlrpc channels on the external
  389. ;; service
  390. ; XmlRpcHubURI = http://example.com
  391. [ClientStack.LindenUDP]
  392. ;; See OpensSimDefaults.ini for the throttle options. You can copy the
  393. ;; relevant sections and override them here.
  394. ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
  395. ;; with the next update!
  396. ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
  397. ;; Quash and remove any light properties from attachments not on the
  398. ;; hands. This allows flashlights and lanterns to function, but kills
  399. ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
  400. ;; will also be affected.
  401. ;; This is especially important in artistic builds that depend on lights
  402. ;; on the build for their appearance, since facelights will cause the
  403. ;; building's lights to possibly not be rendered.
  404. ; DisableFacelights = "false"
  405. [ClientStack.LindenCaps]
  406. ;; For the long list of capabilities, see OpenSimDefaults.ini
  407. ;; Here are the few ones you may want to change. Possible values
  408. ;; are:
  409. ;; "" -- empty, capability disabled
  410. ;; "localhost" -- capability enabled and served by the simulator
  411. ;; "<url>" -- capability enabled and served by some other server
  412. ;;
  413. ; These are enabled by default to localhost. Change if you see fit.
  414. Cap_GetTexture = "localhost"
  415. Cap_GetMesh = "localhost"
  416. ; This is disabled by default. Change if you see fit. Note that
  417. ; serving this cap from the simulators may lead to poor performace.
  418. Cap_WebFetchInventoryDescendents = ""
  419. [SimulatorFeatures]
  420. ;# {MapImageServerURI} {} {URL for the map server} {}
  421. ; Experimental new information sent in SimulatorFeatures cap for Kokua
  422. ; viewers
  423. ; meant to override the MapImage and search server url given at login, and varying
  424. ; on a sim-basis.
  425. ; Viewers that don't understand it, will ignore it
  426. ;MapImageServerURI = "http://127.0.0.1:9000/"
  427. ;# {SearchServerURI} {} {URL of the search server} {}
  428. ;SearchServerURI = "http://127.0.0.1:9000/"
  429. [Chat]
  430. ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
  431. ;; Distance in meters that whispers should travel.
  432. ; whisper_distance = 10
  433. ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
  434. ;; Distance in meters that ordinary chat should travel.
  435. ; say_distance = 20
  436. ;# {shout_distance} {Distance at which a shout is heard, in meters?} {} 100
  437. ;; Distance in meters that shouts should travel.
  438. ; shout_distance = 100
  439. [Messaging]
  440. ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule *}
  441. ;; Module to handle offline messaging. The core module requires an external
  442. ;; web service to do this. See OpenSim wiki.
  443. ; OfflineMessageModule = OfflineMessageModule
  444. ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule} {URL of offline messaging service} {}
  445. ;; URL of web service for offline message storage
  446. ; OfflineMessageURL = http://yourserver/Offline.php
  447. ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
  448. ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
  449. ;; messages to work
  450. ; MuteListModule = MuteListModule
  451. ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
  452. ;; URL of the web service that serves mute lists. Not currently used, but
  453. ;; must be set to allow offline messaging to work.
  454. ; MuteListURL = http://yourserver/Mute.php
  455. ;; Control whether group messages are forwarded to offline users.
  456. ;; Default is true.
  457. ;; This applies to the core groups module (Flotsam) only.
  458. ; ForwardOfflineGroupMessages = true
  459. [ODEPhysicsSettings]
  460. ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
  461. ;; Do we want to mesh sculpted prim to collide like they look?
  462. ;; If you are seeing sculpt texture decode problems
  463. ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
  464. ;; then you might want to try setting this to false.
  465. ; mesh_sculpted_prim = true
  466. ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
  467. ;; If you would like physics joints to be enabled through a special naming
  468. ;; convention in the client, set this to true.
  469. ;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
  470. ; use_NINJA_physics_joints = false
  471. [RemoteAdmin]
  472. ;; This is the remote admin module, which uses XMLRPC requests to
  473. ;; manage regions from a web interface.
  474. ;# {enabled} {} {Enable the remote admin interface?} {true false} false
  475. ; enabled = false
  476. ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
  477. ;; Set this to a nonzero value to have remote admin use a different port
  478. ; port = 0
  479. ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
  480. ;; This password is required to make any XMLRPC call (should be set as
  481. ;; the "password" parameter)
  482. ; access_password = ""
  483. ;# List the IP addresses allowed to call RemoteAdmin
  484. ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
  485. ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
  486. ; access_ip_addresses =
  487. ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
  488. ;; set this variable to true if you want the create_region XmlRpc
  489. ;; call to unconditionally enable voice on all parcels for a newly
  490. ;; created region
  491. ; create_region_enable_voice = false
  492. ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
  493. ;; set this variable to false if you want the create_region XmlRpc
  494. ;; call to create all regions as private per default (can be
  495. ;; overridden in the XmlRpc call)
  496. ; create_region_public = false
  497. ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
  498. ;; enable only those methods you deem to be appropriate using a | delimited
  499. ;; whitelist.
  500. ;; For example:
  501. ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
  502. ;; if this parameter is not specified but enabled = true, all methods
  503. ;; will be available
  504. ; enabled_methods = all
  505. ;; specify the default appearance for an avatar created through the remote
  506. ;; admin interface
  507. ;; This will only take effect is the file specified by the
  508. ;; default_appearance setting below exists
  509. ; default_male = Default Male
  510. ; default_female = Default Female
  511. ;; Update appearance copies inventory items and wearables of default
  512. ;; avatars. if this value is false, just worn assets are copied to the
  513. ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
  514. ;; The receiver will wear the same items the default avatar did wear.
  515. ; copy_folders = false
  516. ;; Path to default appearance XML file that specifies the look of the
  517. ;; default avatars
  518. ; default_appearance = default_appearance.xml
  519. [Wind]
  520. ;# {enabled} {} {Enable wind module?} {true false} true
  521. ;; Enables the wind module.
  522. ; enabled = true
  523. ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
  524. ;; How often should wind be updated, as a function of world frames.
  525. ;; Approximately 50 frames a second
  526. ; wind_update_rate = 150
  527. ;; The Default Wind Plugin to load
  528. ; wind_plugin = SimpleRandomWind
  529. ;; These settings are specific to the ConfigurableWind plugin
  530. ;; To use ConfigurableWind as the default, simply change wind_plugin
  531. ;; to ConfigurableWind and uncomment the following.
  532. ; avg_strength = 5.0
  533. ; avg_direction = 0.0
  534. ; var_strength = 5.0
  535. ; var_direction = 30.0
  536. ; rate_change = 1.0
  537. ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
  538. ;; This setting is specific to the SimpleRandomWind plugin
  539. ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
  540. ; strength = 1.0
  541. [LightShare]
  542. ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
  543. ;; This enables the transmission of Windlight scenes to supporting clients,
  544. ;; such as the Meta7 viewer.
  545. ;; It has no ill effect on viewers which do not support server-side
  546. ;; windlight settings.
  547. ; enable_windlight = false
  548. [DataSnapshot]
  549. ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
  550. ;; The following set of configs pertains to search.
  551. ;; Set index_sims to true to enable search engines to index your
  552. ;; searchable data.
  553. ;; If false, no data will be exposed, DataSnapshot module will be off,
  554. ;; and you can ignore the rest of these search-related configs.
  555. ; index_sims = false
  556. ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
  557. ;; The variable data_exposure controls what the regions expose:
  558. ;; minimum: exposes only things explicitly marked for search
  559. ;; all: exposes everything
  560. ; data_exposure = minimum
  561. ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
  562. ;; If search is on, change this to your grid name; will be ignored for
  563. ;; standalones
  564. ; gridname = "OSGrid"
  565. ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
  566. ;; Period between data snapshots, in seconds. 20 minutes, for starters,
  567. ;; so that you see the initial changes fast.
  568. ;; Later, you may want to increase this to 3600 (1 hour) or more
  569. ; default_snapshot_period = 1200
  570. ;; This will be created in bin, if it doesn't exist already. It will hold
  571. ;; the data snapshots.
  572. ; snapshot_cache_directory = "DataSnapshot"
  573. ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
  574. ; This semicolon-separated string serves to notify specific data services
  575. ; about the existence of this sim. Uncomment if you want to index your
  576. ; data with this and/or other search providers.
  577. ; data_services="http://metaverseink.com/cgi-bin/register.py"
  578. [Economy]
  579. ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
  580. ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
  581. ; There is no intention to implement anything further in core OpenSimulator.
  582. ; This functionality has to be provided by third party modules.
  583. ;; Enables selling things for $0. Default is true.
  584. ; SellEnabled = true
  585. ;# {PriceUpload} {} {Price for uploading?} {} 0
  586. ;; Money Unit fee to upload textures, animations etc. Default is 0.
  587. ; PriceUpload = 0
  588. ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
  589. ;; Money Unit fee to create groups. Default is 0.
  590. ; PriceGroupCreate = 0
  591. [XEngine]
  592. ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
  593. ;; Enable this engine in this OpenSim instance
  594. ; Enabled = true
  595. ;; How many threads to keep alive even if nothing is happening
  596. ; MinThreads = 2
  597. ;; How many threads to start at maximum load
  598. ; MaxThreads = 100
  599. ;; Time a thread must be idle (in seconds) before it dies
  600. ; IdleTimeout = 60
  601. ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
  602. ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
  603. ;; "Highest")
  604. ; Priority = "BelowNormal"
  605. ;; Maximum number of events to queue for a script (excluding timers)
  606. ; MaxScriptEventQueue = 300
  607. ;; Stack size per script engine thread in bytes.
  608. ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
  609. ;; The trade-off may be increased memory usage by the script engine.
  610. ; ThreadStackSize = 262144
  611. ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} (true false) true
  612. ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
  613. ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
  614. ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
  615. ;; by scripts have changed.
  616. ; DeleteScriptsOnStartup = true
  617. ;; Set this to true (the default) to load each script into a separate
  618. ;; AppDomain.
  619. ;;
  620. ;; Setting this to false will load all script assemblies into the
  621. ;; current AppDomain, which will significantly improve script loading times.
  622. ;; It will also reduce initial per-script memory overhead.
  623. ;;
  624. ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
  625. ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
  626. ;; Some Windows users have also reported script loading problems when AppDomainLoading = false
  627. ; AppDomainLoading = true
  628. ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
  629. ;; Default language for scripts
  630. ; DefaultCompileLanguage = "lsl"
  631. ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
  632. ;; List of allowed languages (lsl,vb,cs)
  633. ;; AllowedCompilers=lsl,cs,js,vb.
  634. ;; *warning*, non lsl languages have access to static methods such as
  635. ;; System.IO.File. Enable at your own risk.
  636. ; AllowedCompilers = "lsl"
  637. ;; Compile debug info (line numbers) into the script assemblies
  638. ; CompileWithDebugInformation = true
  639. ;; Allow the user of mod* functions. This allows a script to pass messages
  640. ;; to a region module via the modSendCommand() function
  641. ;; Default is false
  642. ; AllowMODFunctions = false
  643. ;# {AllowOSFunctions} {Enabled:true} {Allow OSFunctions? (DANGEROUS!)} {true false} false
  644. ;; Allow the use of os* functions (some are dangerous)
  645. ; AllowOSFunctions = false
  646. ;# {AllowLightShareFunctions} {Enabled:true [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} true
  647. ; Allow the user of LightShare functions
  648. ; AllowLightShareFunctions = false
  649. ;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow
  650. ;; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
  651. ;; See http://opensimulator.org/wiki/Threat_level for more information on these levels.
  652. ;; We do not recommend that use set a general level above Low unless you have a high level of trust
  653. ;; in all the users that can run scripts in your simulator. It is safer to explicitly
  654. ;; allow certain types of user to run higher threat level OSSL functions, as detailed later on.
  655. OSFunctionThreatLevel = VeryLow
  656. ; OS Functions enable/disable
  657. ; For each function, you can add one line, as shown
  658. ; The default for all functions allows them if below threat level
  659. ; true allows the use of the function unconditionally
  660. ; Allow_osSetRegionWaterHeight = true
  661. ; false disables the function completely
  662. ; Allow_osSetRegionWaterHeight = false
  663. ; Comma separated list of UUIDS allows the function for that list of UUIDS
  664. ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
  665. ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
  666. ; - PARCEL_GROUP_MEMBER: allow if the object group is the same group as the parcel
  667. ; - PARCEL_OWNER: allow if the object owner is the parcel owner
  668. ; - ESTATE_MANAGER: allow if the object owner is an estate manager
  669. ; - ESTATE_OWNER: allow if the object owner is the estate owner
  670. ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
  671. ; You can also use script creators as the uuid
  672. ; Creators_osSetRegionWaterHeight = <uuid>, ...
  673. ; If both Allow_ and Creators_ are given, effective permissions
  674. ; are the union of the two.
  675. ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
  676. ;; Time a script can spend in an event handler before it is interrupted
  677. ; EventLimit = 30
  678. ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
  679. ;; If a script overruns it's event limit, kill the script?
  680. ; KillTimedOutScripts = false
  681. ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
  682. ;; Sets the multiplier for the scripting delays
  683. ; ScriptDelayFactor = 1.0
  684. ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
  685. ;; The factor the 10 m distances limits are multiplied by
  686. ; ScriptDistanceLimitFactor = 1.0
  687. ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
  688. ;; Maximum length of notecard line read
  689. ;; Increasing this to large values potentially opens
  690. ;; up the system to malicious scripters
  691. ; NotecardLineReadCharsMax = 255
  692. ;# {SensorMaxRange} {} {Sensor range} {} 96.0
  693. ;; Sensor settings
  694. ; SensorMaxRange = 96.0
  695. ;# {SensorMaxResults} {} {Max sensor results returned?} {}
  696. ; SensorMaxResults = 16
  697. ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
  698. ;; Disable underground movement of prims (default true); set to
  699. ;; false to allow script controlled underground positioning of
  700. ;; prims
  701. ; DisableUndergroundMovement = true
  702. ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
  703. ;; Path to script engine assemblies
  704. ;; Default is ./bin/ScriptEngines
  705. ; ScriptEnginesPath = "ScriptEngines"
  706. [MRM]
  707. ;; Enables the Mini Region Modules Script Engine.
  708. ; Enabled = false
  709. ;; Runs MRM in a Security Sandbox
  710. ;; WARNING: DISABLING IS A SECURITY RISK.
  711. ; Sandboxed = true
  712. ;; The level sandbox to use, adjust at your OWN RISK.
  713. ;; Valid values are:
  714. ;; * FullTrust
  715. ;; * SkipVerification
  716. ;; * Execution
  717. ;; * Nothing
  718. ;; * LocalIntranet
  719. ;; * Internet
  720. ;; * Everything
  721. ; SandboxLevel = "Internet"
  722. ;; Only allow Region Owners to run MRMs
  723. ;; May represent a security risk if you disable this.
  724. ; OwnerOnly = true
  725. [FreeSwitchVoice]
  726. ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
  727. ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
  728. ; Enabled = false
  729. ;; You need to load a local service for a standalone, and a remote service
  730. ;; for a grid region. Use one of the lines below, as appropriate
  731. ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
  732. ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
  733. ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
  734. ;; If using a remote connector, specify the server URL
  735. ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
  736. [Groups]
  737. ;# {Enabled} {} {Enable groups?} {true false} false
  738. ;; Enables the groups module
  739. ; Enabled = false
  740. ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {} Default
  741. ;; This is the current groups stub in Region.CoreModules.Avatar.Groups.
  742. ;; All the other settings below only really apply to the Flotsam/SimianGrid
  743. ;; GroupsModule.
  744. ;; This module can use a PHP XmlRpc server from the Flotsam project at
  745. ;; http://code.google.com/p/flotsam/
  746. ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
  747. ; Module = Default
  748. ;# {MessagingEnabled} {Module:GroupsModule} {Is groups messaging enabled?} {true false} true
  749. ; MessagingEnabled = true
  750. ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule} GroupsMessagingModule
  751. ; MessagingModule = GroupsMessagingModule
  752. ;# {ServicesConnectorModule} {Module:GroupsModule} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector} XmlRpcGroupsServicesConnector
  753. ;; Service connectors to the Groups Service as used in the GroupsModule. Select one depending on
  754. ;; whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
  755. ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
  756. ;# {GroupsServerURI} {Module:GroupsModule} {Groups Server URI} {}
  757. ;; URI for the groups services
  758. ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
  759. ;; or http://mygridserver.com:82/Grid/ for SimianGrid
  760. ; GroupsServerURI = ""
  761. ;# {NoticesEnabled} {Module:GroupsModule} {Enable group notices?} {true false} true
  762. ;; Enable Group Notices
  763. ; NoticesEnabled = true
  764. ;; This makes the Groups modules very chatty on the console.
  765. ; DebugEnabled = false
  766. ;; XmlRpc Security settings. These must match those set on your backend
  767. ;; groups service if the service is using these keys
  768. ; XmlRpcServiceReadKey = 1234
  769. ; XmlRpcServiceWriteKey = 1234
  770. [InterestManagement]
  771. ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
  772. ;; This section controls how state updates are prioritized for each client
  773. ;; Valid values are BestAvatarResponsiveness, Time, Distance,
  774. ;; SimpleAngularDistance, FrontBack
  775. ; UpdatePrioritizationScheme = BestAvatarResponsiveness
  776. [MediaOnAPrim]
  777. ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
  778. ;; Enable media on a prim facilities
  779. ; Enabled = true;
  780. [NPC]
  781. ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
  782. ; Enabled = false
  783. [Terrain]
  784. ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
  785. ; InitialTerrain = "pinhead-island"
  786. [Architecture]
  787. ;# {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
  788. ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
  789. ;; uncomment Include-Architecture = "config-include/Standalone.ini"
  790. ;;
  791. ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
  792. ;; that the referenced .ini file goes on to include.
  793. ;;
  794. ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
  795. ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
  796. ;; editing it to set the database and backend services that OpenSim will use.
  797. ;;
  798. ; Include-Architecture = "config-include/Standalone.ini"
  799. ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
  800. ; Include-Architecture = "config-include/Grid.ini"
  801. ; Include-Architecture = "config-include/GridHypergrid.ini"
  802. ; Include-Architecture = "config-include/SimianGrid.ini"
  803. ; Include-Architecture = "config-include/HyperSimianGrid.ini"