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;; 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"

    ;# {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 = 

[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 overriden
    ;; 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
    ; 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


[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 "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 = http://yourserver/Offline.php or http://yourrobustserver:8003

    ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
	;; For standalones, this is the storage dll.
	; StorageProvider = OpenSim.Data.MySQL.dll

    ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
    ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
    ;; messages to work
    ; MuteListModule = MuteListModule

    ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
    ;; URL of the web service that serves mute lists. Not currently used, but
    ;; must be set to allow offline messaging to work.
    ; MuteListURL = http://yourserver/Mute.php

    ;; Control whether group 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

    ;; Set this to true (the default) to load each script into a separate
    ;; AppDomain. 
    ;;
    ;; Setting this to false will load all script assemblies into the
    ;; current AppDomain, which will significantly improve script loading times.
    ;; It will also reduce initial per-script memory overhead.
    ;;
    ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
    ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
    ;; Some Windows users have also reported script loading problems when AppDomainLoading = false
    ; AppDomainLoading = true

    ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op) 
    ;; co-op will be more stable but this option is currently experimental.
    ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
    ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run  
    ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
    ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
    ;; Current valid values are "abort" and "co-op"
    ; ScriptStopStrategy = abort
    

    ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} (true false) true
    ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
    ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
    ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
    ;; by scripts have changed.
    ; DeleteScriptsOnStartup = true

    ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
    ;; Default language for scripts
    ; DefaultCompileLanguage = "lsl"

    ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
    ;; List of allowed languages (lsl,vb,cs)
    ;; AllowedCompilers=lsl,cs,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 "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

    ;# {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 http:://mygridserver.com:8003 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 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

    ;; 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"