aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/bin/OpenSim.ini.example
blob: cc750a9845858418dd2f973a4f2b8c1bfb8e927b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
;; 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)
;;
;; If you are copying, then once you have copied OpenSim.ini.example to 
;; OpenSim.ini you will need to pick an architecture in the [Architecture] 
;; section at the end of this file.
;;
;; 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.
;;
;; 
;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
;;
;; 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.


[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) "

    ;# {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/my.pid"

    ;# {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 = "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 overriden 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 overriden in the region config file (as 
    ;; NonPhysicalPrimMax!).
    ; NonPhysicalPrimMax = 256

    ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 10
    ;; Maximum size where a prim can be physical.  Affects resizing of
    ;; existing prims.  This can be overriden in the region config file.
    ; PhysicalPrimMin = 0.01

    ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
    ;; Maximum size where a prim can be physical.  Affects resizing of
    ;; existing prims.  This can be overriden in the region config file.
    ; PhysicalPrimMax = 10

    ;# {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 overriden 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 overriden 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

    ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content!)} {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
    ; 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

    ;# {see_into_this_sim_from_neighbor} {} {Should avatars in neighbor sims see objects in this sim?} {true false} true
    ;; Should avatars in neighbor sims see objects in this sim?
    ; see_into_this_sim_from_neighbor = true

    ;# {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

    ;; Choose one of the physics engines below
    ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine
    ;; OpenDynamicsEngine is by some distance the most developed physics engine
    ;; BulletSim is incomplete and experimental but in active development.  BulletSimN is a purely C# version of BulletSim.
    ;; basicphysics effectively does not model physics at all, making all
    ;; objects phantom.   
    ;; Default is OpenDynamicsEngine
    ; physics = OpenDynamicsEngine
    ; physics = BulletSim
    ; physics = BulletSimN
    ; physics = basicphysics
    ; physics = POS

    ;# {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} true
    ;; Allow parcel owners to assume god powers in their parcels
    ; parcel_owner_is_god = true

    ;# {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


    ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
    ;; Default script engine to use. Currently, we only have XEngine
    ; DefaultScriptEngine = "XEngine"

    ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
    ;; Map tile options. You can choose to generate no map tiles at all,
    ;; generate normal maptiles, or nominate an uploaded texture to
    ;; be the map tile
    ; GenerateMaptiles = true

    ;# {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
    ; 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

    ;# {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

    ;# {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
    ; AllowedViewerList = 

    ;# {BannedClients} {} {Bar (|) separated list of banned 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
    ; BannedViewerList = 


[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

    ;# {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 = "127.0.0.1"

    ;# {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)"

[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
    ;;   "<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"
    ; This is disabled by default. Change if you see fit. Note that
    ; serving this cap from the simulators may lead to poor performace.
    Cap_WebFetchInventoryDescendents = ""


[SimulatorFeatures]

    ;# {MapImageServerURI} {} {URL for the map server} {}
    ; Experimental new information sent in SimulatorFeatures cap for Kokua
    ; viewers 
    ; meant to override the MapImage and search server url given at login, and varying 
    ; on a sim-basis.
    ; Viewers that don't understand it, will ignore it
    ;MapImageServerURI = "http://127.0.0.1:9000/"
    ;# {SearchServerURI} {} {URL of the search server} {}
    ;SearchServerURI = "http://127.0.0.1:9000/"


[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


[Messaging]
    ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule *}
    ;; Module to handle offline messaging. The core module requires an external
    ;; web service to do this. See OpenSim wiki.
    ; OfflineMessageModule = OfflineMessageModule

    ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule} {URL of offline messaging service} {}
    ;; URL of web service for offline message storage
    ; OfflineMessageURL = http://yourserver/Offline.php

    ;# {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 messages are forwarded to offline users.
    ;; Default is true.
    ;; This applies to the core groups module (Flotsam) only.
    ; 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

    ;# {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, http://opensimulator.org/wiki/NINJA_Physics)
    ; use_NINJA_physics_joints = false


[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 = ""

    ;# 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


[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"

    ;# {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"


[Economy]
    ;# {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


[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

    ;# {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

    ;# {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

    ;; 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

    ;# {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,js,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

    ;; Allow the user of mod* functions.  This allows a script to pass messages
    ;; to a region module via the modSendCommand() function
    ;; Default is false
    ; AllowMODFunctions = false

    ;# {AllowOSFunctions} {Enabled:true} {Allow OSFunctions? (DANGEROUS!)} {true false} false
    ;; Allow the use of os* functions (some are dangerous)
    ; AllowOSFunctions = false

    ;# {AllowLightShareFunctions} {Enabled:false [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} false
    ; Allow the use of LightShare functions.
    ; The setting enable_windlight = true must also be enabled in the [LightShare] section.
    ; AllowLightShareFunctions = false

    ;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow
    ;; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
    ;; See http://opensimulator.org/wiki/Threat_level for more information on these levels.
    ;; We do not recommend that use set a general level above Low unless you have a high level of trust
    ;; in all the users that can run scripts in your simulator.  It is safer to explicitly
    ;; allow certain types of user to run higher threat level OSSL functions, as detailed later on.
    OSFunctionThreatLevel = VeryLow

    ; OS Functions enable/disable
    ; For each function, you can add one line, as shown
    ; The default for all functions allows them if below threat level

    ; true allows the use of the function unconditionally
    ; Allow_osSetRegionWaterHeight = true
    
    ; false disables the function completely
    ; Allow_osSetRegionWaterHeight = false
    
    ; Comma separated list of UUIDS allows the function for that list of UUIDS
    ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
    
    ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
    ; - PARCEL_GROUP_MEMBER:  allow if the object group is the same group as the parcel
    ; - PARCEL_OWNER:         allow if the object owner is the parcel owner
    ; - ESTATE_MANAGER:       allow if the object owner is an estate manager
    ; - ESTATE_OWNER:         allow if the object owner is the estate owner
    ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...

    ; You can also use script creators as the uuid
    ; Creators_osSetRegionWaterHeight = <uuid>, ...

    ; If both Allow_ and Creators_ are given, effective permissions
    ; are the union of the two.

    ;# {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"


[MRM]
    ;; Enables the Mini Region Modules Script Engine.
    ; Enabled = false

    ;; Runs MRM in a Security Sandbox
    ;; WARNING: DISABLING IS A SECURITY RISK.
    ; 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


[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

    ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {} Default
    ;; This is the current groups stub in Region.CoreModules.Avatar.Groups.
    ;; All the other settings below only really apply to the Flotsam/SimianGrid
    ;; GroupsModule.
    ;; This 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

    ;# {MessagingEnabled} {Module:GroupsModule} {Is groups messaging enabled?} {true false} true
    ; MessagingEnabled = true

    ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule} GroupsMessagingModule
    ; MessagingModule = GroupsMessagingModule

    ;# {ServicesConnectorModule} {Module:GroupsModule} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector} XmlRpcGroupsServicesConnector
    ;; Service connectors to the Groups Service as used in the GroupsModule.  Select one depending on
    ;; whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
    ; ServicesConnectorModule = XmlRpcGroupsServicesConnector

    ;# {GroupsServerURI} {Module:GroupsModule} {Groups Server URI} {}
    ;; URI for the groups services
    ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
    ;; or http://mygridserver.com:82/Grid/ for SimianGrid
    ; GroupsServerURI = ""

    ;# {NoticesEnabled} {Module:GroupsModule} {Enable group notices?} {true false} true
    ;; Enable Group Notices
    ; NoticesEnabled = true

    ;; This makes the Groups modules very chatty on the console.
    ; DebugEnabled = 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]
     ;# {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


[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

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

[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"