; This file contains defaults for various settings in OpenSimulator. These can be overriden ; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini). [Includes] ; Define your server specific constants in this file. Include-Common = ../../config/config.ini [Startup] ;# {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 ;# {ConsoleHistoryTimeStamp} {} {Time stamp commands in history file} {} false ;; Time stamp commands in history file (default false) ; ConsoleHistoryTimeStamp = false ;# {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/OpenSim.exe.pid" ;# {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 tag), except that everything is also enclosed ;; in a tag. ; regionload_webserver_url = "http://example.com/regions.xml" ;# {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. ;; YOU HAVE BEEN WARNED!!! ; TrustBinaries = 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 0.7.6.1 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 ; ubODE and OpenDynamicsEngine does allocate a lot of memory on stack. On linux you may need to increase its limit ; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions ; edit the line ulimit -s 262144, and change this last value ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine ;; Default script engine to use (Xengine if all commented) ; DefaultScriptEngine = "XEngine" ;; ***DANGER***DANGER*** ;; experimental engine ;; see section [YEngine] below ; DefaultScriptEngine = "YEngine" ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080 ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if ;; required ; HttpProxy = "http://proxy.com:8080" ;# {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 = ".mydomain.com;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 ;; SSL certificate validation options ;; you can allow selfsigned certificates or no official CA with next option set to true ;# {NoVerifyCertChain} {} {do not verify SSL Cert Chain} {true false} true ; NoVerifyCertChain = true ;; you can also bypass the hostname or domain verification ;# {NoVerifyCertHostname} {} {do not verify SSL Cert name versus peer name} {true false} true ; NoVerifyCertHostname = true ;; having both options true does provide encryption but with low security ;; set both true if you don't care to use SSL, they are needed to contact regions or grids that do use it. [AccessControl] ;# {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 1.3.2.0" ;; - "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 1.3.2.0" ;; - "Imprudence" has no access ;; - "Imprudence 1.3" has no access ;; - "Imprudence 1.3.1" has access ;; ; DeniedClients = "" [Map] ;# {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 ;# {MapColorWater} {} {Water color for textured and shaded maps} {"#1D475F"} ; MapColorWater = "#3399FF" ;# {MapColor1} {} {Terrain color 1 for textured maps} {"#A58976"} ; MapColor1 = "#A58976" ;# {MapColor2} {} {Terrain color 2 for textured maps} {"#455931"} ; MapColor2 = "#455931" ;# {MapColor3} {} {Terrain color 3 for textured maps} {"#A29A8D"} ; MapColor3 = "#A29A8D" ;# {MapColor4} {} {Terrain color 4 for textured maps} {"#C8C8C8"} ; MapColor4 = "#C8C8C8" [Permissions] ;# {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 ; if next 2 are false, several admin powers are only active if god powers requested on viewer ; this reduces mistakes ; set both to true to enable previous behaviour automatic_gods = false implicit_gods = false ;# {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. ;; if you don't trust grid admins, what are you doing there? allow_grid_gods = true ;; 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 ;# {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 [Estates] ; 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 = owner@domain.com ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {} ;; Password for the default estate owner ; DefaultEstateOwnerPassword = password [SMTP] ;; 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?} {} 127.0.0.1 ; host_domain_header_from = "127.0.0.1" ;# {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?} {} 127.0.0.1 ; SMTP_SERVER_HOSTNAME = "127.0.0.1" ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25 ; SMTP_SERVER_PORT = 25 ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {} ; SMTP_SERVER_LOGIN = "" ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {} ; SMTP_SERVER_PASSWORD = "" [Network] ;# {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 ; optional main server secure http (ssl) ; to use ssl you need a ssl certificate in PKCS12 format that validates the ExternalHostnames ; or their domains ; some viewers by default only accept certificates signed by a oficial CA ; to use others like self signed certificates with those viewers, ; their debug option NoVerifySSLCert needs to be set true, You need to inform users about this ; the main unsecure port will still open for some services. this may change in future. ; set http_listener_ssl to enable main server ssl. it will replace unsecure port on most functions ;# {http_listener_ssl}{} {enable main server ssl port)} {} false ;http_listener_ssl = false ; Set port for main SSL connections ;# {http_listener_sslport}{} {main server ssl port)} {} 9001 ;http_listener_sslport = 9001 ; ; currently if using ssl, regions ExternalHostName must the the same and equal to http_listener_cn ; this may be removed in future ;# {http_listener_cn}{} {main server ssl externalHostName)} {} "" ;http_listener_cn = "myRegionsExternalHostName" ; the path for the certificate path ;# {http_listener_cert_path}{} {main server ssl certificate file path)} {} "" ;http_listener_cert_path = "mycert.p12" ;# {http_listener_cert_pass}{} {main server ssl certificate password)} {} "" ;http_listener_cert_pass = "mycertpass" ; the cert passwork ; 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. ; this HTTP calls can also use ssl see opensimDefaults.ini ; ; You can whitelist individual endpoints by IP or FQDN, e.g. ; ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003 ; ; You can specify multiple addresses by separating them with a bar. For example, ; ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|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 = 192.168.1.0/24 ; ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255 ; To specify an individual IP address use the /32 netmask ; ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32 ; ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation 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 - llRequestURL/llRequestSecureURL are disabled ExternalHostNameForLSL = ${Const|BaseHostname} ;# {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 http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding ;; " (Mozilla Compatible)" to the text where there are problems with a ;; web server ; user_agent = "OpenSim LSL (Mozilla Compatible)" ;; The following 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. [XMLRPC] ;# {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} {} http://example.com ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator ;; will use this address to register xmlrpc channels on the external ;; service ; XmlRpcHubURI = http://example.com [ClientStack.LindenUDP] ;; 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" [ClientStack.LindenCaps] ;; 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 ;; "" -- 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" [SimulatorFeatures] ;# {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 = "http://127.0.0.1:9000/" ;# {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 = "http://127.0.0.1:9000/guide" [Chat] ;# {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 [EntityTransfer] ;# {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 [Messaging] ;# {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 ; Mute list handler ;# {MuteListModule} {MuteListModule:MuteListModule} {} {} None ; Disabled by default ; MuteListModule = MuteListModule ;; Control whether group invites and notices are stored for offline users. ;; Default is true. ;; This applies to both core groups module. ; ForwardOfflineGroupMessages = true [ODEPhysicsSettings] ;# {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 [BulletSim] ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true AvatarToAvatarCollisionsByDefault = true [RemoteAdmin] ;; 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 = 0.0.0.0, 0.0.0.0 ... ; 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 [Wind] ;# {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 [LightShare] ;# {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 [Materials] ;# {enable_materials} {} {Enable Materials support?} {true false} true ;; This enables the use of Materials. ; enable_materials = true ; MaxMaterialsPerTransaction = 50 [DataSnapshot] ;# {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?} {} http://metaverseink.com/cgi-bin/register.py ; 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="http://metaverseink.com/cgi-bin/register.py" ;; New way of specifying data services, one per service ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py" [Economy] ; the economy module in use ; To use other modules you need to override this setting ; economymodule = BetaGridLikeMoneyModule ;# {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 [YEngine] ;; implements non preemptive microthreading, so fixing problems like llSleep or long events handlers ;; but those will suffer from timeslicing, so will be slower. ;; warning: scripts state is lost on TP or cross to Xengine regions (cars stop, etc) ;; ignore its extensions (subset of original XMRengine), those are still undefined. ; Enabled = false [XEngine] ;# {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 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. ;; at this time some mono versions seem to have problems with the true option ;; so default is now false until a fix is found, to simply life of less technical skilled users. ;; this should only be a issue if regions stay alive for a long time with lots of scripts added or edited. AppDomainLoading = false ;; 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 ../../caches/ScriptEngines// ;; 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 ;# {CompactMemOnLoad} {} {compacts memory on each script load at startup?} {true false} false ;; forces calls to memory garbage collector before loading each script DLL during region startup. ;; Peak memory usage is reduced and region starts with a more compacted memory allocation. ;; But this costs a lot of time, so region load will take a lot longer. ;; it is more usefull if there are no previously compiled scripts DLLs (as with DeleteScriptsOnStartup = true) ;CompactMemOnLoad = false ;; 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 ../../caches/ScriptEngines ; ScriptEnginesPath = "ScriptEngines" [OSSL] ;# {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" [FreeSwitchVoice] ;; In order for this to work you need a functioning FreeSWITCH PBX set up. ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module ; 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 [Groups] ;# {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 ;; http://code.google.com/p/flotsam/ ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse ; 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. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc ;; or http://mygridserver.com:82/Grid/ 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 ;; http://mygridserver.com:9000 or http://mygridserver.com:8002 ;; 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 Groups 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 [InterestManagement] ;; This section controls how state updates are prioritized for each client ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness SimpleAngularDistance} BestAvatarResponsiveness ;; Valid values are BestAvatarResponsiveness and SimpleAngularDistance ;; SimpleAngularDistance does use more cpu ; UpdatePrioritizationScheme = BestAvatarResponsiveness ;; ObjectsCullingByDistance, if true, don't send object updates if outside view range ;; currently viewers are also told to delete objects that leave view range ;; only avater position is considered, free camera may not see objects ;; does increase cpu load ; ObjectsCullingByDistance = false [MediaOnAPrim] ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true ;; Enable media on a prim facilities ; Enabled = true [NPC] ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false ; Enabled = false ;; several options to control NPCs creation ;# {AllowNotOwned} {} {allow NPCs to be created not Owned} {true false} true ;; allow NPCs to be created not Owned {true false} default: true ; AllowNotOwned = true ;# {AllowSenseAsAvatar} {} {allow NPCs to set to be sensed as Avatars} {true false} true ;; allow NPCs to set to be sensed as Avatars {true false} default: true ; AllowSenseAsAvatar = true ;# {AllowCloneOtherAvatars} {} {allow NPCs to created cloning any avatar in region} {true false} true ;; allow NPCs to created cloning any avatar in region {true false} default: true ; AllowCloneOtherAvatars = true ;# {NoNPCGroup} {} {if true NPCs will have no group title, if false display "- NPC -"} {true false} true ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true ; NoNPCGroup = true [Terrain] ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island ; InitialTerrain = "pinhead-island" [LandManagement] ;; set this to false to not display parcel ban lines ;ShowParcelBansLines = true [UserProfiles] ;# {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} ;# {AllowUserProfileWebURLs} {} {allow user profiles web urls} {true false} true ;; set this to false to prevent your users to be sent to unknown ;; web sites by other users on their profiles ; AllowUserProfileWebURLs = true [XBakes] ;# {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. ;; ;[GodNames] ; Enabled = false ; FullNames = "Test User, Foo Bar" ; Surnames = "Kryztlsk" [Architecture] ;# {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"