Table of Contents
[Startup]
Startup Configuration Item | Default | Examples | Description |
---|---|---|---|
AllowedClients | Empty string | ||
BannedClients | Empty string | ||
MinFrameTime | 0.089 | ||
UpdateStorageEveryNFrames | 200 | ||
UpdateCoarseLocationsEveryNFrames | 1 | ||
UpdateEntityMovementEveryNFrames | 1 | ||
UpdateEventsEveryNFrames | 1 | ||
UpdateObjectsEveryNFrames | 1 | ||
UpdatePhysicsEveryNFrames | 1 | ||
UpdateAgentsEveryNFrames | 1 | ||
UpdateTerrainEveryNFrames | 50 | ||
UpdateTempCleaningEveryNFrames | 1000 |
OpenSimDefaults.ini
[Startup] ; Console prompt ; Certain special characters can be used to customize the prompt ; Currently, these are ; \R - substitute region name ; \\ - substtitue \ ConsolePrompt = "Region (\R) " ; 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 ; Directory to save crashes to if above is enabled ; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt) crash_dir = "crashes" ; Place to create a PID file ; PIDFile = "/tmp/my.pid" ; Console commands run at startup startup_console_commands_file = "startup_commands.txt" ; Console commands run on shutdown shutdown_console_commands_file = "shutdown_commands.txt" ; Console commands run every 20 minutes ; timer_Script = "filename" ; timer_Script time interval (default 20 min) ; The time is 60 per minute ; timer_Interval = 1200 ; ## ; ## SYSTEM ; ## ; Sets the method that OpenSim will use to fire asynchronous ; events. Valid values are UnsafeQueueUserWorkItem, ; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread. ; SmartThreadPool is reported to work well on Mono/Linux, but ; UnsafeQueueUserWorkItem has been benchmarked with better ; performance on .NET/Windows async_call_method = SmartThreadPool ; Max threads to allocate on the FireAndForget thread pool ; when running with the SmartThreadPool option above MaxPoolThreads = 15 ; ## ; ## CLIENTS ; ## ; Set this to the DLL containing the client stack to use. clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll" ; ## ; ## REGIONS ; ## ; Determine where OpenSimulator looks for the files which tell it which regions to server ; Defaults to "filesystem" if this setting isn't present region_info_source = "filesystem" ; region_info_source = "web" ; 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\" ; 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 the simulator to start up if there are no region configuration available ;; from the selected region_info_source. allow_regionless = false ; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos ; Increasing this number will increase memory usage. MaxPrimUndos = 20 ; Maximum size of non physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonPhysicalPrimMax!). NonPhysicalPrimMax = 256 ; Maximum size of physical prims. Affects resizing of existing prims. This can be overriden in the region config file. PhysicalPrimMax = 10 ; 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 ; 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 ; 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 ; 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 ; 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 ; Extend the region's draw distance; 255m is the default which includes ; one neighbor on each side of the current region, 767m would go three ; neighbors on each side for a total of 49 regions in view. Warning, unless ; all the regions have the same drawdistance, you will end up with strange ; effects because the agents that get closed may be inconsistent. DefaultDrawDistance = 255.0 ; 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 ; The minimum proportion of a second that any particular frame can take to execute. ; Only change this if you really know what you're doing, and be prepared to change UpdatePhysicsEveryNFrames ; (and other Frames params) to match! For instance, halving MinFrameTime to 0.0445 require ; UpdatePhysicsEveryNFrames = 2 unless you don't mind your avatar walking like Benny Hill. MinFrameTime = 0.089 ; Send scheduled updates to objects in the scene ; This must be a whole number UpdateObjectsEveryNFrames = 1; ; Send position/velocity, etc. updates to agents in the scene ; This must be a whole number UpdateAgentsEveryNFrames = 1; ; Apply pending forces from physics calculations to an entity. ; This must be a whole number UpdateEntityMovementEveryNFrames = 1; ; Send coarse location updates to viewers. In a classic viewer, this updates the minimap. ; This must be a whole number UpdateCoarseLocationsEveryNFrames = 50; ; Update physics. Within each update physics also updates in a series of contigous mini-steps ; This must be a whole number UpdatePhysicsEveryNFrames = 1; ; Clean up temp on rez objects. ; This must be a whole number UpdateTempCleaningEveryNFrames = 1000; ; Send out the on frame event to modules and other listeners. This should probably never deviate from 1. ; This must be a whole number UpdateEventsEveryNFrames = 1; ; Send terrain updates to viewers ; This must be a whole number UpdateTerrainEveryNFrames = 50; ; Persitently store any objects which meet the PRIM STORAGE criteria ; This must be a whole number UpdateStorageEveryNFrames = 200; ; ## ; ## PRIM STORAGE ; ## ; 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. ; ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds MinimumTimeBeforePersistenceConsidered = 60 ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago MaximumTimeBeforePersistenceConsidered = 600 ; ## ; ## PHYSICS ; ## ; If true then prims can be collided with by avatars, other prims, etc. ; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked. ; Also, no prims are subject to physics. collidable_prim = true ; If true then prims can be made subject to physics (gravity, pushing, etc.). ; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction 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 ; ; 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 meshing = Meshmerizer ;meshing = ZeroMesher ; Path to decoded sculpty maps ; Defaults to "j2kDecodeCache ;DecodedSculptMapPath = "j2kDecodeCache" ; if you use Meshmerizer and want sculpt map collisions, setting this to ; to true will store decoded sculpt maps in a special folder in your bin ; folder, which can reduce startup times by reducing asset requests. Some ; versions of mono dont work well when reading the cache files, so set this ; to false if you have compatibility problems. ;CacheSculptMaps = true ; Choose one of the physics engines below. ; OpenDynamicsEngine is by some distance the most developed physics engine. ; BulletSim is a high performance, up-and-coming physics engine. ; basicphysics effectively does not model physics at all, making all objects phantom. physics = OpenDynamicsEngine ;physics = basicphysics ;physics = POS ;physics = modified_BulletX ;physics = BulletSim ; ## ; ## SCRIPT ENGINE ; ## DefaultScriptEngine = "XEngine" ; ## ; ## EMAIL MODULE ; ## ;emailmodule = DefaultEmailModule ; ## ; ## ANIMATIONS ; ## ; If enabled, enableFlySlow will change the primary fly state to ; FLYSLOW, and the "always run" state will be the regular fly. enableflyslow = false ; PreJump is an additional animation state, but it probably ; won't look right until the physics engine supports it ; (i.e delays takeoff for a moment) ; Simulator Stats URI ; Enable JSON simulator data by setting a URI name (case sensitive) ; Stats_URI = "jsonSimStats" ; Make OpenSim start all regions woth logins disabled. They will need ; to be enabled from the console if this is set ; StartDisabled = false ; Image decoding. Use CSJ2K for layer boundary decoding if true, ; OpenJPEG if false ; UseCSJ2K = true ; Use "Trash" folder for items deleted from the scene ; When set to True (the default) items deleted from the scene will be ; stored in the user's trash or lost and found folder. When set to ; False items will be removed from the scene permanently UseTrashOnDelete = True
OpenSim.ini.example
config-include/GridHypergrid.ini
config-include/StandaloneHypergrid.ini
Robust.ini.example
Robust.HG.ini.example
See Also
Last update: r/22287