;; 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 " = ". 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 tag), except that everything is also enclosed ;; in a tag. ; regionload_webserver_url = "http://example.com/regions.xml"; ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false ;; Allow the simulator to start up if there are no region configuration available ;; from the selected region_info_source. ; allow_regionless = false ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001 ;; Minimum size for non-physical prims. Affects resizing of existing prims. This can be 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 ;; basicphysics effectively does not model physics at all, making all objects phantom ;; Default is OpenDynamicsEngine ; physics = OpenDynamicsEngine ; physics = BulletSim ; 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)" [ClientStack.LindenUDP] ;; See OpensSimDefaults.ini for the throttle options. You can copy the ;; relevant sections and override them here. ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost ;; with the next update! ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false ;; Quash and remove any light properties from attachments not on the ;; hands. This allows flashlights and lanterns to function, but kills ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps ;; will also be affected. ;; This is especially important in artistic builds that depend on lights ;; on the build for their appearance, since facelights will cause the ;; building's lights to possibly not be rendered. ; DisableFacelights = "false" [ClientStack.LindenCaps] ;; For the long list of capabilities, see OpenSimDefaults.ini ;; Here are the few ones you may want to change. Possible values ;; are: ;; "" -- empty, capability disabled ;; "localhost" -- capability enabled and served by the simulator ;; "" -- capability enabled and served by some other server ;; ; These are enabled by default to localhost. Change if you see fit. Cap_GetTexture = "localhost" Cap_GetMesh = "localhost" ; 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:true [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} true ; Allow the user of LightShare functions ; 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 = , ... ; 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" [TOSModule] ;; Terms of Service module. It requires an external web script. Unless you ;; have that in place, don't enable this module. ;# {Enabled} {} {Enable TOS facilities} {true false} false ; Enabled = false ;; Should local users be shown the TOS on first login? ;# {ShowToLocalUsers} {} {Show TOS to local users} {true false} false ; ShowToLocalUsers = false ;; Should foreign users be shown the TOS on first HG login? ;# {ShowToForeignUsers} {} {Show TOS to foreign users} {true false} true ; ShowToForeignUsers = true ;; Tell the users what this is about ; Message = "Please read and agree to the Terms of Service" ;; How much time do the users have to accept the TOS before they get kicked out? ;; (in minutes) ; Timeout = 5 ;; This page should have Accept/Decline links somewhere ;; that affect the GridUsers table. If you don't have such ;; script in place, don't use the TOSModule ;# {TOS_URL} {} {The URL for the TOS page} {} TOS_URL = "http://mygrid.com/tos" [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"