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File taken from 0.9.0-425-ge38f16d version of OpenSimulator.

;; This is the main configuration file for OpenSimulator.
;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
;; If it's named OpenSim.ini.example then you will need to copy it to 
;; OpenSim.ini first (if that file does not already exist)
;; Once you have copied OpenSim.ini.example to OpenSim.ini you will at least
;; need to set the constants in the [Const] section and pick an architecture
;; in the [Architecture] section at the end of this file. The architecture
;; will require a suitable .ini file in the config-include directory, either
;; StandaloneCommon.ini or GridCommon.ini which you can copy and modify from the
;; available .example files.
;; The settings in this file are in the form "<key> = <value>".  For example, 
;; save_crashes = false in the [Startup] section below.
;; All settings are initially commented out and the default value used, as 
;; found in OpenSimDefaults.ini.  To change a setting, first uncomment it by 
;; deleting the initial semicolon (;) and then change the value.  This will
;; override the value in OpenSimDefaults.ini
;; If you want to find out what configuration OpenSimulator has finished with
;; once all the configuration files are loaded then type "config show" on the
;; region console command line.
;; All leading white space is ignored, but preserved.
;; Double semicolons denote a text comment
;; ;# denotes a configuration directive description
;;    formatted as:
;;    {option} {depends on} {question to ask} {choices} default value
;;    Any text comments following the declaration, up to the next blank line.
;;    will be copied to the generated file (NOTE: generation is not yet
;;    implemented)
;;    A * in the choices list will allow an empty entry.
;;    An empty question will set the default if the dependencies are
;;    satisfied.
;; ;  denotes a commented out option.
;;    Any options added to OpenSim.ini.example should be initially commented 
;;    out.


   ; For a grid these will usually be the externally accessible IP/DNS
   ; name and use default public port 8002 and default private port 8003
   ; For a standalone this will usually be the externally accessible IP/DNS
   ; name and use default public port 9000. The private port is not used
   ; in the configuration for a standalone.
   ;# {BaseURL} {} {BaseURL} {"" ""} ""
   BaseURL =
   ;# {PublicPort} {} {PublicPort} {8002 9000} "8002"
   PublicPort = "8002"
   ;# {PrivatePort} {} {PrivatePort} {8003} "8003"
   PrivatePort = "8003"


   ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
   ;; Console prompt
   ;; Certain special characters can be used to customize the prompt
   ;; Currently, these are
   ;; \R - substitute region name
   ;; \\ - substitute \
   ; ConsolePrompt = "Region (\R) "
   ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
   ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
   ; ConsoleHistoryFileEnabled = true
   ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
   ;; The history file can be just a filename (relative to OpenSim's bin/ directory
   ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
   ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
   ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
   ;; How many lines of command history should we keep? (default is 100)
   ; ConsoleHistoryFileLines = 100
   ;# {save_crashes} {} {Save crashes to disk?} {true false} false
   ;; Set this to true if you want to log crashes to disk
   ;; this can be useful when submitting bug reports.
   ;; However, this will only log crashes within OpenSimulator that cause the
   ;; entire program to exit
   ;; It will not log crashes caused by virtual machine failures, which
   ;; includes mono and ODE failures.
   ;; You will need to capture these native stack traces by recording the
   ;; session log itself.
   ; save_crashes = false
   ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
   ;; Directory to save crashes to if above is enabled
   ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
   ; crash_dir = "crashes"
   ;# {PIDFile} {} {Path to PID file?} {}
   ;; Place to create a PID file
   ; PIDFile = "/tmp/"
   ;# {RegistryLocation} {} {Addins Registry Location} {}
   ; Set path to directory for addin registry if you want addins outside of bin.  
   ; Information about the registered repositories and installed plugins will 
   ; be stored here. The OpenSim.exe process must have R/W access to the location.
   ; RegistryLocation = "."
   ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
   ; Used by region module addins. You can set this to outside bin, so that addin
   ; configurations will survive updates. The OpenSim.exe process must have R/W access 
   ; to the location.
   ; ConfigDirectory = "."
   ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
   ;; Determine where OpenSimulator looks for the files which tell it
   ;; which regions to server
   ;; Default is "filesystem"
   ; region_info_source = "filesystem"
   ; region_info_source = "web"
   ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
   ;; Determines where the region XML files are stored if you are loading
   ;; these from the filesystem.
   ;; Defaults to bin/Regions in your OpenSimulator installation directory
   ; regionload_regionsdir="C:\somewhere\xmlfiles\"
   ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
   ;; Determines the page from which regions xml is retrieved if you are
   ;; loading these from the web.
   ;; The XML here has the same format as it does on the filesystem
   ;; (including the <Root> tag), except that everything is also enclosed
   ;; in a <Regions> tag.
   ; regionload_webserver_url = "";
   ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
   ;; Allow the simulator to start up if there are no region configuration available
   ;; from the selected region_info_source.
   ; allow_regionless = false
   ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
   ;; Minimum size for non-physical prims.  Affects resizing of existing 
   ;; prims.  This can be overridden in the region config file (as 
   ;; NonPhysicalPrimMin!).
   ; NonPhysicalPrimMin = 0.001
   ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
   ;; Maximum size for non-physical prims.  Affects resizing of existing
   ;; prims. This can be overridden in the region config file (as 
   ;; NonPhysicalPrimMax!).
   ; NonPhysicalPrimMax = 256
   ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
   ;; Minimum size where a prim can be physical.  Affects resizing of
   ;; existing prims.  This can be overridden in the region config file.
   ; PhysicalPrimMin = 0.01
   ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
   ;; Maximum size where a prim can be physical.  Affects resizing of
   ;; existing prims.  This can be overridden in the region config file.
   ; PhysicalPrimMax = 64
   ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
   ;; If a viewer attempts to rez a prim larger than the non-physical or
   ;; physical prim max, clamp the dimensions to the appropriate maximum
   ;; This can be overridden in the region config file.
   ; ClampPrimSize = false
   ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
   ;; Maximum number of prims allowable in a linkset. Affects creating new
   ;; linksets. Ignored if less than or equal to zero.
   ;; This can be overridden in the region config file.
   ; LinksetPrims = 0
   ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
   ;; Allow scripts to keep running when they cross region boundaries, rather
   ;; than being restarted.  State is reloaded on the destination region.
   ;; This only applies when crossing to a region running in a different
   ;; simulator.  
   ;; For crossings where the regions are on the same simulator the script is
   ;; always kept running.
   ; AllowScriptCrossing = true
   ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
   ;; Allow compiled script binary code to cross region boundaries.
   ;; If you set this to "true", any region that can teleport to you can
   ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
   ; TrustBinaries = false
   ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content or varregions!)} {true false} false
   ;; Combine all contiguous regions into one large megaregion
   ;; Order your regions from South to North, West to East in your regions.ini
   ;; and then set this to true
   ;; Warning!  Don't use this with regions that have existing content!,
   ;; This will likely break them
   ;; Also, this setting should be set to false for varregions as they are proper larger single regions rather than combined smaller regions.
   ; CombineContiguousRegions = false
   ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
   ;; If you have only one region in an instance, or to avoid the many bugs
   ;; that you can trigger in modules by restarting a region, set this to
   ;; true to make the entire instance exit instead of restarting the region.
   ;; This is meant to be used on systems where some external system like
   ;; Monit will restart any instance that exits, thereby making the shutdown
   ;; into a restart.
   ; InworldRestartShutsDown = false
   ;; Persistence of changed objects happens during regular sweeps. The
   ;; following control that behaviour to prevent frequently changing objects
   ;; from heavily loading the region data store.
   ;; If both of these values are set to zero then persistence of all changed
   ;; objects will happen on every sweep.
   ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
   ;; Objects will be considered for persistance in the next sweep when they
   ;; have not changed for this number of seconds.
   ; MinimumTimeBeforePersistenceConsidered = 60
   ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
   ;; Objects will always be considered for persistance in the next sweep
   ;; if the first change occurred this number of seconds ago.
   ; MaximumTimeBeforePersistenceConsidered = 600
   ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
   ;; if you would like to allow prims to be physical and move by physics
   ;; with the physical checkbox in the client set this to true.
   ; physical_prim = true
   ;; Select a mesher here.
   ;; Meshmerizer properly handles complex prims by using triangle meshes.
   ;; Note that only the ODE physics engine currently deals with meshed
   ;; prims in a satisfactory way.
   ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
   ;; ZeroMesher is faster but leaves the physics engine to model the mesh
   ;; using the basic shapes that it supports.
   ;; Usually this is only a box.
   ;; Default is Meshmerizer
   ; meshing = Meshmerizer
   ; meshing = ZeroMesher
   ;; select ubODEMeshmerizer only with ubOde physics engine
   ; meshing = ubODEMeshmerizer
   ;; Choose one of the physics engines below
   ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
   ;; BulletSim is the default physics engine.  It provides the best performance and most functionality.
   ;; BulletSim supports varregions.
   ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator and before.  
   ;; It continues to provide a workable physics implementation.  It does not currently support varregions.
   ;; basicphysics effectively does not model physics at all, making all objects phantom.   
   ;; Default is BulletSim
   ; physics = OpenDynamicsEngine
   ; physics = BulletSim
   ; physics = basicphysics
   ; physics = POS
   ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
   ; physics = ubODE
   ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
   ;; Default script engine to use. Currently, we only have XEngine
   ; DefaultScriptEngine = "XEngine"
   ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {}
   ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
   ;; required
   ; HttpProxy = ""
   ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
   ;; 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.
   ;; For example, servers inside your firewall.
   ;; Separate patterns with a ';'
   ; HttpProxyExceptions = ";localhost"
   ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
   ;; The email module requires some configuration. It needs an SMTP
   ;; server to send mail through.
   ; emailmodule = DefaultEmailModule
   ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
   ;; SpawnPointRouting adjusts the landing for incoming avatars.
   ;; "closest" will place the avatar at the SpawnPoint located in the closest
   ;; available spot to the destination (typically map click/landmark).
   ;; "random" will place the avatar on a randomly selected spawnpoint;
   ;; "sequence" will place the avatar on the next sequential SpawnPoint
   ; SpawnPointRouting = closest
   ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
   ;; TelehubAllowLandmark allows users with landmarks to override telehub
   ;; routing and land at the landmark coordinates when set to true
   ;; default is false
   ; TelehubAllowLandmark = false


   ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
   ;; Bar (|) separated list of viewers which may gain access to the regions.
   ;; One can use a substring of the viewer name to enable only certain
   ;; versions
   ;; Example: Agent uses the viewer "Imprudence"
   ;; - "Imprudence" has access
   ;; - "Imprudence 1.3" has access
   ;; - "Imprudence 1.3.1" has no access
   ; AllowedClients = ""
   ;# {DeniedClients} {} {Bar (|) separated list of denied clients} {}
   ;; Bar (|) separated list of viewers which may not gain access to the regions.
   ;; One can use a Substring of the viewer name to disable only certain
   ;; versions
   ;; Example: Agent uses the viewer "Imprudence"
   ;; - "Imprudence" has no access
   ;; - "Imprudence 1.3" has no access
   ;; - "Imprudence 1.3.1" has access
   ; DeniedClients = ""


   ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
   ;; Map tile options.  
   ;; If true, then maptiles are generated using the MapImageModule below.
   ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
   ;; in individual region config file(s).  If you do not want to upload map tiles at all, then you will need 
   ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
   ; GenerateMaptiles = true
   ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
   ;; The module to use in order to generate map images.
   ;; MapImageModule is the default.  Warp3DImageModule is an alternative experimental module that can 
   ;; generate better images.
   ;MapImageModule = "MapImageModule"
   ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
   ;; If desired, a running region can update the map tiles periodically
   ;; to reflect building activity. This names no sense of you don't have
   ;; prims on maptiles. Value is in seconds.
   ; MaptileRefresh = 0
   ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
   ;; If not generating maptiles, use this static texture asset ID
   ;; This may be overridden on a per region basis in Regions.ini
   ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
   ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
   ;; Use terrain texture for maptiles if true, use shaded green if false
   ; TextureOnMapTile = true
   ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
   ;; Draw objects on maptile.  This step might take a long time if you've
   ;; got a large number of objects, so you can turn it off here if you'd like.
   ; DrawPrimOnMapTile = true
   ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
   ;; Texture the faces of the prims that are rendered on the map tiles.
   ; TexturePrims = true
   ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
   ;; Only texture prims that have a diagonal size greater than this number
   ; TexturePrimSize = 48
   ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
   ;; Attempt to render meshes and sculpties on the map
   ; RenderMeshes = false;


   ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
   ;; Permission modules to use, separated by comma.
   ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
   ; permissionmodules = DefaultPermissionsModule
   ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
   ;; These are the parameters for the default permissions module
   ;; If set to false, then, in theory, the server never carries out
   ;; permission checks (allowing anybody to copy
   ;; any item, etc.  This may not yet be implemented uniformally.
   ;; If set to true, then all permissions checks are carried out
   ; serverside_object_permissions = true
   ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
   ;; This allows users with a UserLevel of 200 or more to assume god
   ;; powers in the regions in this simulator.
   ; allow_grid_gods = false
   ;; This allows some control over permissions
   ;; please note that this still doesn't duplicate SL, and is not intended to
   ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
   ;; Allow region owners to assume god powers in their regions
   ; region_owner_is_god = true
   ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
   ;; Allow region managers to assume god powers in regions they manage
   ; region_manager_is_god = false
   ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} false
   ;; Allow parcel owners to assume god powers in their parcels
   ; parcel_owner_is_god = false
   ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
   ;; More control over permissions
   ;; This is definitely not SL!
   ;; Provides a simple control for land owners to give build rights to
   ;; specific avatars in publicly accessible parcels that disallow object
   ;; creation in general. 
   ;; Owners specific avatars by adding them to the Access List of the parcel
   ;; without having to use the Groups feature
   ; simple_build_permissions = false


   ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
   ; If these values are uncommented then they will be used to create a default estate as necessary.
   ; New regions will be automatically assigned to that default estate.
   ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
   ;; Name for the default estate
   ; DefaultEstateName = My Estate
   ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
   ;; Name for default estate owner
   ; DefaultEstateOwnerName = FirstName LastName

   ; ** Standalone Estate Settings **
   ; The following parameters will only be used on a standalone system to 
   ; create an estate owner that does not already exist
   ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
   ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random 
   ;; UUID will be assigned. This is normally what you want 
   ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
   ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
   ;; Email address for the default estate owner
   ; DefaultEstateOwnerEMail =
   ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
   ;; Password for the default estate owner
   ; DefaultEstateOwnerPassword = password


   ;; The SMTP server enabled the email module to send email to external
   ;; destinations.
   ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
   ;; Enable sending email via SMTP
   ; enabled = false
   ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
   ; internal_object_host = lsl.opensim.local
   ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {}
   ; host_domain_header_from = ""
   ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
   ; email_pause_time = 20
   ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
   ; email_max_size = 4096
   ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {}
   ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
   ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
   ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}


   ;# {ConsoleUser} {} {User name for console account} {}
   ;; Configure the remote console user here. This will not actually be used
   ;; unless you use -console=rest at startup.
   ; ConsoleUser = "Test"
   ;# {ConsolePass} {} {Password for console account} {}
   ; ConsolePass = "secret"
   ;# {console_port} {} {Port for console connections} {} 0
   ; console_port = 0
   ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
   ;; Simulator HTTP port. This is not the region port, but the port the
   ;; entire simulator listens on. This port uses the TCP protocol, while
   ;; the region ports use UDP.
   ; http_listener_port = 9000
   ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
   ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
   ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
   ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
   ; You can whitelist individual endpoints by IP or FQDN, e.g.
   ; OutboundDisallowForUserScriptsExcept =
   ; You can specify multiple addresses by separating them with a bar.  For example,
   ; OutboundDisallowForUserScriptsExcept =|myinternalserver:8000
   ; If an address if given without a port number then port 80 is assumed
   ; You can also specify a network range in CIDR notation to whitelist, e.g.
   ; OutboundDisallowForUserScriptsExcept =
   ; to whitelist all ports on addresses to
   ; To specify an individual IP address use the /32 netmask
   ; OutboundDisallowForUserScriptsExcept =
   ; See for more information on CIDR notation
   ;# {HttpBodyMaxLenMAX} {} {Maximum bytes allowed for HTTP_BODY_MAXLENGTH} {} 16384
   ;; By default, llHTTPRequest limits the response body to 2048 bytes.
   ;; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
   ;; of HttpBodyMaxLenMAX bytes. 
   ;; Please be aware that the limit can be set to insanely high values,
   ;; effectively removing any limitation. This will expose your sim to a
   ;; known attack. It is not recommended to set this limit higher than
   ;; the highest value that is actually needed by existing applications!
   ;; 16384 is the SL compatible value.
   ; HttpBodyMaxLenMAX=16384
   ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
   ;; Hostname to use in llRequestURL/llRequestSecureURL
   ;; if not defined - default machine name is being used
   ;; (on Windows this mean NETBIOS name - useably only inside local network)
   ; ExternalHostNameForLSL = ""
   ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
   ;; What is reported as the "X-Secondlife-Shard"
   ;; Defaults to the user server url if not set
   ;; The old default is "OpenSim", set here for compatibility
   ;; The below is not commented for compatibility.
   shard = "OpenSim"
   ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
   ;; What is reported as the "User-Agent" when using llHTTPRequest
   ;; Defaults to not sent if not set here. See the notes section in the wiki
   ;; at for comments on adding
   ;; " (Mozilla Compatible)" to the text where there are problems with a 
   ;; web server
   ; user_agent = "OpenSim LSL (Mozilla Compatible)"
   ;; The follow 3 variables are for HTTP Basic Authentication for the Robust services.
   ;; Use this if your central services in port 8003 need to be accessible on the Internet
   ;; but you want to protect them from unauthorized access. The username and password
   ;; here need to match the ones in the Robust service configuration.
   ; AuthType = "BasicHttpAuthentication"
   ; HttpAuthUsername = "some_username"
   ; HttpAuthPassword = "some_password"
   ;; Any of these 3 variables above can be overriden in any of the service sections.


   ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
   ;; If enabled and set to XmlRpcRouterModule, this will post an event, 
   ;; "xmlrpc_uri(string)" to the script concurrently with the first 
   ;; remote_data event. This will contain the fully qualified URI an 
   ;; external site needs to use to send XMLRPC requests to that script
   ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
   ;; will be registered with an external service via a configured uri
   ;XmlRpcRouterModule = "XmlRpcRouterModule"
   ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
   ;XmlRpcPort = 20800
   ;# {XmlRpcHubURI} {XmlRpcRouterModule} {URI for external service used to register xmlrpc channels created in the simulator. This depends on XmlRpcRouterModule being set to XmlRpcGridRouterModule} {}
   ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
   ;; will use this address to register xmlrpc channels on the external
   ;; service 
   ; XmlRpcHubURI =


   ;; See OpensSimDefaults.ini for the throttle options. You can copy the
   ;; relevant sections and override them here.
   ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
   ;; with the next update!
   ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
   ;; Quash and remove any light properties from attachments not on the
   ;; hands. This allows flashlights and lanterns to function, but kills
   ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
   ;; will also be affected.
   ;; This is especially important in artistic builds that depend on lights
   ;; on the build for their appearance, since facelights will cause the
   ;; building's lights to possibly not be rendered.
   ; DisableFacelights = "false"


   ;; For the long list of capabilities, see OpenSimDefaults.ini
   ;; Here are the few ones you may want to change. Possible values
   ;; are:
   ;;   "" -- empty, capability disabled
   ;;   "localhost" -- capability enabled and served by the simulator
   ;;   "<url>" -- capability enabled and served by some other server
   ; These are enabled by default to localhost. Change if you see fit.
   Cap_GetTexture = "localhost"
   Cap_GetMesh = "localhost"
   Cap_AvatarPickerSearch = "localhost"
   Cap_GetDisplayNames = "localhost"


   ;# {SearchServerURI} {} {URL of the search server} {}
   ;; Optional. If given this serves the same purpose as the grid wide
   ;; [LoginServices] SearchURL setting and will override that where
   ;; supported by viewers.
   ;SearchServerURI = ""
   ;# {DestinationGuideURI} {} {URL of the destination guide} {}
   ;; Optional. If given this serves the same purpose as the grid wide
   ;; [LoginServices] DestinationGuide setting and will override that where
   ;; supported by viewers.
   ;DestinationGuideURI = ""


   ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
   ;; Distance in meters that whispers should travel.
   ; whisper_distance = 10
   ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
   ;; Distance in meters that ordinary chat should travel.
   ; say_distance = 20
   ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
   ;; Distance in meters that shouts should travel.
   ; shout_distance = 100


   ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
   ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
   ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
   ;DisableInterRegionTeleportCancellation = false
   ;# {LandingPointBehavior} {} {How to honor landing points and telehubs for gods.} {LandingPointBehavior_OS LandingPointBehavior_SL} LandingPointBehavior_OS
   ;; This option exists to control the behavior of teleporting gods into places that have landing points
   ;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
   ;; avatars with god permissions; SL lets gods land wherever they want.
   ;LandingPointBehavior = LandingPointBehavior_OS


   ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
   ;; Module to handle offline messaging. The core module requires an external
   ;; web service to do this. See OpenSim wiki.
   ; OfflineMessageModule = OfflineMessageModule
   ;; Or, alternatively, use this one, which works for both standalones and grids
   ; OfflineMessageModule = "Offline Message Module V2"
   ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
   ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
   ; OfflineMessageURL = ${Const|BaseURL}/Offline.php
   ; OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}
   ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
   ;; For standalones, this is the storage dll.
   ; StorageProvider = OpenSim.Data.MySQL.dll
   ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
   ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
   ;; messages to work
   ; MuteListModule = MuteListModule
   ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
   ;; URL of the web service that serves mute lists. Not currently used, but
   ;; must be set to allow offline messaging to work.
   ; MuteListURL = http://yourserver/Mute.php
   ;; Control whether group invites and notices are stored for offline users.
   ;; Default is true.
   ;; This applies to both core groups module.
   ; ForwardOfflineGroupMessages = true


   ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
   AvatarToAvatarCollisionsByDefault = true


   ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
   ;; Do we want to mesh sculpted prim to collide like they look?
   ;; If you are seeing sculpt texture decode problems 
   ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
   ;; then you might want to try setting this to false.
   ; mesh_sculpted_prim = true
   ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
   ;; If you would like physics joints to be enabled through a special naming
   ;; convention in the client, set this to true.
   ;; (see NINJA Physics,
   ; use_NINJA_physics_joints = false


   ;; This is the remote admin module, which uses XMLRPC requests to
   ;; manage regions from a web interface.
   ;# {enabled} {} {Enable the remote admin interface?} {true false} false
   ; enabled = false
   ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
   ;; Set this to a nonzero value to have remote admin use a different port
   ; port = 0
   ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
   ;; This password is required to make any XMLRPC call (should be set as
   ;; the "password" parameter)
   ; access_password = ""
   ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
   ;; List the IP addresses allowed to call RemoteAdmin
   ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
   ;; access_ip_addresses =, ...
   ; access_ip_addresses =
   ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
   ;; set this variable to true if you want the create_region XmlRpc
   ;; call to unconditionally enable voice on all parcels for a newly
   ;; created region
   ; create_region_enable_voice = false
   ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
   ;; set this variable to false if you want the create_region XmlRpc
   ;; call to create all regions as private per default (can be
   ;; overridden in the XmlRpc call)
   ; create_region_public = false
   ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
   ;; enable only those methods you deem to be appropriate using a | delimited
   ;; whitelist.
   ;; For example:
   ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
   ;; if this parameter is not specified but enabled = true, all methods
   ;; will be available
   ; enabled_methods = all
   ;; specify the default appearance for an avatar created through the remote
   ;; admin interface
   ;; This will only take effect is the file specified by the
   ;; default_appearance setting below exists
   ; default_male = Default Male
   ; default_female = Default Female
   ;; Update appearance copies inventory items and wearables of default
   ;; avatars. if this value is false, just worn assets are copied to the
   ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
   ;; The receiver will wear the same items the default avatar did wear.
   ; copy_folders = false
   ;; Path to default appearance XML file that specifies the look of the
   ;; default avatars
   ; default_appearance = default_appearance.xml


   ;# {enabled} {} {Enable wind module?} {true false} true
   ;; Enables the wind module.
   ; enabled = true
   ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
   ;; How often should wind be updated, as a function of world frames.
   ;; Approximately 50 frames a second
   ; wind_update_rate = 150
   ;; The Default Wind Plugin to load
   ; wind_plugin = SimpleRandomWind
   ;; These settings are specific to the ConfigurableWind plugin
   ;; To use ConfigurableWind as the default, simply change wind_plugin
   ;; to ConfigurableWind and uncomment the following.
   ; avg_strength = 5.0
   ; avg_direction = 0.0
   ; var_strength = 5.0
   ; var_direction = 30.0
   ; rate_change = 1.0
   ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
   ;; This setting is specific to the SimpleRandomWind plugin
   ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
   ; strength = 1.0


   ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
   ;; This enables the transmission of Windlight scenes to supporting clients,
   ;; such as the Meta7 viewer.
   ;; It has no ill effect on viewers which do not support server-side
   ;; windlight settings.
   ; enable_windlight = false


   ;# {enable_materials} {} {Enable Materials support?} {true false} true
   ;; This enables the use of Materials.
   ; enable_materials = true
   ; MaxMaterialsPerTransaction = 50


   ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
   ;; The following set of configs pertains to search.
   ;; Set index_sims to true to enable search engines to index your
   ;; searchable data.
   ;; If false, no data will be exposed, DataSnapshot module will be off,
   ;; and you can ignore the rest of these search-related configs.
   ; index_sims = false
   ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
   ;; The variable data_exposure controls what the regions expose:
   ;;    minimum: exposes only things explicitly marked for search
   ;;    all: exposes everything
   ; data_exposure = minimum
   ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
   ;; If search is on, change this to your grid name; will be ignored for
   ;; standalones
   ; gridname = "OSGrid"
   ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
   ;; Period between data snapshots, in seconds. 20 minutes, for starters,
   ;; so that you see the initial changes fast.
   ;; Later, you may want to increase this to 3600 (1 hour) or more
   ; default_snapshot_period = 1200
   ;; This will be created in bin, if it doesn't exist already. It will hold
   ;; the data snapshots.
   ; snapshot_cache_directory = "DataSnapshot"
   ;; [Supported, but obsolete]
   ;# {data_services} {index_sims:true} {Data service URLs to register with?} {}
   ; This semicolon-separated string serves to notify specific data services
   ; about the existence of this sim. Uncomment if you want to index your
   ; data with this and/or other search providers.
   ; data_services=""
   ;; New way of specifying data services, one per service
   ;DATA_SRV_MISearch = ""


   ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
   ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
   ; There is no intention to implement anything further in core OpenSimulator.
   ; This functionality has to be provided by third party modules.
   ;; Enables selling things for $0.  Default is true.
   ; SellEnabled = true
   ;# {PriceUpload} {} {Price for uploading?} {} 0
   ;; Money Unit fee to upload textures, animations etc.  Default is 0.
   ; PriceUpload = 0
   ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
   ;; Money Unit fee to create groups.  Default is 0.
   ; PriceGroupCreate = 0


   ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
   ;; Enable this engine in this OpenSim instance
   ; Enabled = true
   ;; How many threads to keep alive even if nothing is happening
   ; MinThreads = 2
   ;; How many threads to start at maximum load
   ; MaxThreads = 100
   ;; Time a thread must be idle (in seconds) before it dies
   ; IdleTimeout = 60
   ;; llSetTimerEvent minimum value. Default 0.5s, 0.05s whould be more resonable
   ; MinTimerInterval = 0.5
   ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
   ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
   ;; "Highest")
   ; Priority = "BelowNormal"
   ;; Maximum number of events to queue for a script (excluding timers)
   ; MaxScriptEventQueue = 300
   ;; Stack size per script engine thread in bytes.
   ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
   ;; The trade-off may be increased memory usage by the script engine.
   ; ThreadStackSize = 262144
   ;; Set this to true (the default) to load each script into a separate
   ;; AppDomain. 
   ;; Setting this to false will load all script assemblies into the
   ;; current AppDomain, which will significantly improve script loading times.
   ;; It will also reduce initial per-script memory overhead.
   ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
   ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
   ;; Some Windows users have also reported script loading problems when AppDomainLoading = false
   ; AppDomainLoading = true
   ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op) 
   ;; co-op will be more stable but this option is currently experimental.
   ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
   ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run  
   ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
   ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
   ;; Current valid values are "abort" and "co-op"
   ; ScriptStopStrategy = co-op
   ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
   ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
   ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
   ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
   ;; by scripts have changed.
   ; DeleteScriptsOnStartup = true
   ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
   ;; Default language for scripts
   ; DefaultCompileLanguage = "lsl"
   ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
   ;; List of allowed languages (lsl,vb,cs)
   ;; AllowedCompilers=lsl,cs,vb
   ;; *warning*, non lsl languages have access to static methods such as
   ;; System.IO.File.  Enable at your own risk.
   ; AllowedCompilers = "lsl"
   ;; Compile debug info (line numbers) into the script assemblies
   ; CompileWithDebugInformation = true
   ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
   ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
   ;; Time a script can spend in an event handler before it is interrupted
   ; EventLimit = 30
   ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
   ;; If a script overruns it's event limit, kill the script?
   ; KillTimedOutScripts = false
   ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
   ;; Sets the multiplier for the scripting delays
   ; ScriptDelayFactor = 1.0
   ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
   ;; The factor the 10 m distances limits are multiplied by
   ; ScriptDistanceLimitFactor = 1.0
   ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
   ;; Maximum length of notecard line read
   ;; Increasing this to large values potentially opens
   ;; up the system to malicious scripters
   ; NotecardLineReadCharsMax = 255
   ;# {SensorMaxRange} {} {Sensor range} {} 96.0
   ;; Sensor settings
   ; SensorMaxRange = 96.0
   ;# {SensorMaxResults} {} {Max sensor results returned?} {}
   ; SensorMaxResults = 16
   ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
   ;; Disable underground movement of prims (default true); set to
   ;; false to allow script controlled underground positioning of
   ;; prims
   ; DisableUndergroundMovement = true
   ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
   ;; Path to script engine assemblies
   ;; Default is ./bin/ScriptEngines
   ; ScriptEnginesPath = "ScriptEngines"


   ;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {}
   ;; Optionally include file to enable OSSL functions and set permissions on who can use which.
   ;; If this INI file is not included, the OSSL functions are disabled.
   Include-osslEnable = "config-include/osslEnable.ini"


   ;; Enables the Mini Region Modules Script Engine.
   ; Enabled = false
   ;; Runs MRM in a Security Sandbox
   ; Sandboxed = true
   ;; The level sandbox to use, adjust at your OWN RISK.
   ;; Valid values are:
   ;; *  FullTrust
   ;; *  SkipVerification
   ;; *  Execution
   ;; *  Nothing
   ;; *  LocalIntranet
   ;; *  Internet
   ;; *  Everything
   ; SandboxLevel = "Internet"
   ;; Only allow Region Owners to run MRMs
   ;; May represent a security risk if you disable this.
   ; OwnerOnly = true


   ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
   ;; Configuration details at
   ; Enabled = false
   ;; You need to load a local service for a standalone, and a remote service
   ;; for a grid region. Use one of the lines below, as appropriate
   ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
   ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
   ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
   ;; If using a remote connector, specify the server URL
   ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi


   ;# {Enabled} {} {Enable groups?} {true false} false
   ;; Enables the groups module
   ; Enabled = false
   ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
   ;; Minimum user level required to create groups
   ; LevelGroupCreate = 0
   ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
   ;; The default module can use a PHP XmlRpc server from the Flotsam project at
   ;; or from the SimianGrid project at
   ; Module = Default
   ;; or... use Groups Module V2, which works for standalones and robust grids
   ; Module = "Groups Module V2"
   ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll} 
   ; StorageProvider = OpenSim.Data.MySQL.dll
   ;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector
   ;; Service connectors to the Groups Service as used in the GroupsModule.  Select one as follows:
   ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
   ;; -- for Simian Groups use SimianGroupsServicesConnector
   ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
   ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
   ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
   ;; Note that the quotes "" around the words are important!
   ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
   ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
   ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
   ; LocalService = local
   ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
   ;; Used for V2 in Remote only. 
   ; SecretKey = ""
   ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
   ;; URI for the groups services of this grid
   ;; e.g. for Flotsam XmlRpc
   ;; or for SimianGrid
   ;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
   ;; Leave it commented for standalones, V2
   ; GroupsServerURI = ""
   ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {} 
   ;; Used for V2 in HG only. For example
   ;; or
   ;; If you have this set under [Startup], no need to set it here, leave it commented
   ; HomeURI = "" 
   ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
   ; MessagingEnabled = true
   ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
   ; MessagingModule = GroupsMessagingModule
   ; or use "Groups Messaging Module V2" for Groups V2
   ; MessagingModule = "Groups Messaging Module V2"
   ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
   ;; Enable Group Notices
   ; NoticesEnabled = true
   ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
   ; Experimental option to only message online users rather than all users
   ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
   ; Applies Flotsam Group only. V2 has this always on, no other option
   ; MessageOnlineUsersOnly = false
   ;; This makes the Group module very chatty on the console.
   ; DebugEnabled = false
   ; This makes the Group Messaging module very chatty on the console.
   ; DebugMessagingEnabled = false
   ;; XmlRpc Security settings.  These must match those set on your backend
   ;; groups service if the service is using these keys
   ; XmlRpcServiceReadKey    = 1234
   ; XmlRpcServiceWriteKey   = 1234


    ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
    ;; This section controls how state updates are prioritized for each client
    ;; Valid values are BestAvatarResponsiveness, Time, Distance,
    ;; SimpleAngularDistance, FrontBack
    ; UpdatePrioritizationScheme = BestAvatarResponsiveness
    ; if true, don't send object updates if outside view range
    ; ObjectsCullingByDistance = false	 


   ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
   ;; Enable media on a prim facilities
   ; Enabled = true;


   ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
   ; Enabled = false
   ;; several options to control NPCs creation
   ;; allow NPCs to be created not Owned {true false} default: true
   ; AllowNotOwned = false
   ;; allow NPCs to set to be sensed as Avatars {true false} default: true
   ; AllowSenseAsAvatar = false
   ;; allow NPCs to created cloning any avatar in region {true false} default: true
   ; AllowCloneOtherAvatars = false
   ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
   ; NoNPCGroup = false 


   ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
   ; InitialTerrain = "pinhead-island"


   ;; set this to false to not display parcel ban lines
   ;ShowParcelBansLines = true


 ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
 ;; Set the value of the url to your UserProfilesService
 ;; If un-set / "" the module is disabled
 ;; ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}


 ;# {URL} {} {Set URL for Baked texture service} {}
 ;; Sets the URL for the baked texture ROBUST service.
 ;; Disabled when unset.
 ;; URL = ${Const|BaseURL}:${Const|PrivatePort}
;; Optional module to highlight God names in the viewer.
;; Uncomment and customize appropriately if you want this behavior.


 ;	Enabled = false
 ;	FullNames = "Test User, Foo Bar"
 ;	Surnames = "Kryztlsk"


   ;# {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
   ;; Uncomment one of the following includes as required.  For instance, to create a standalone OpenSim,
   ;; uncomment Include-Architecture = "config-include/Standalone.ini"
   ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
   ;; that the referenced .ini file goes on to include.
   ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy 
   ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
   ;; editing it to set the database and backend services that OpenSim will use.
   ; Include-Architecture = "config-include/Standalone.ini"
   ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
   ; Include-Architecture = "config-include/Grid.ini"
   ; Include-Architecture = "config-include/GridHypergrid.ini"
   ; Include-Architecture = "config-include/SimianGrid.ini"
   ; Include-Architecture = "config-include/HyperSimianGrid.ini"
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