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"Arriba-Minigrid" (Windows)
Thanks so much for the translation. I was able to forward my ports and to replace all the necessary ini files with my IP address.

However, now I am getting this weird message...
"Teleport Failed" Unable to Verify Idenity"\

What do you thin the problem is? I wiped out my whole arriba clean and started with fresh files, because I wanted to not add oars and regions until I have the Hypergrid thing working right.

Vielen danke for any help heute!

(31.07.2014, 05:40)Sheera Khan schrieb: Hi Govega,

sorry for being late to answer. Some directions to activate hypergridding in "Arriba on a stick" are given in the posting before yours. I'll try to translate it but since I don't have experience with this version (I don't have Windows ...) I can't expand on it much.

Translation of the posting by Dorena:
To connect your minigrid to the hypergrid you'll have to edit the files OpenSim.ini and GridCommon.ini. The references to localhost have to be changed to your IP-Address, either fixed or dynamic DNS will do. The same goes for the file Regions/Regions.ini. You can use notepad++ to comfortably work your way through all files but any texteditor with search and replace will do. Just replace all occurences of in those three files with your IP-address.

You'll have to configure your router to forward some ports to your computer. You'll going to need the following ports:
8002 tcp
8002 udp

8003 tcp
8003 udp

9000 tcp
9000 udp

and additionally the InternalPorts you use for your regions (as defined in the file Regions.ini)

I hope this helps a bit to setup your Arriba on a stick

Good luck and have a lot of fun


Danke schoen für all deine Hilfe. Meine Ports sind übermittelt, aber ich bekomme eine diese Nachricht, wenn ich Hypergrid versuchen. Alle 127 URI auf meine IP in opensim.ini und gridcommon.ini geändert. irgendwelche Ideen?

"Teleport Failed Unable to verify Identity" ???

Ich habe noch nie zuvor gesehen.

Vielen Danke!

(30.07.2014, 21:58)Klarabella Karamell schrieb: Govena heisst hinten Sachertorte, weil ihr Opa aus Österreich ist.... Also Frau Sachertortes Muttersprache ist eher englisch, wenn ihr da jemand weiterhelfen könnte?

Danke schoen Karabella. fur diesere hilfe SmileSmile hugz.
Hi Govega,

unfortunatly I don't have any Windows-based system here so I can't check this "Arriba on a stick". I don't know anything about this error message but I hope Dorena or Freaky will read your post and reply to it


Wäre hilfreich, wenn du mal deine Inis posten würdest,Govega.Wink
Wegen Umbenennung hier der aktuelle downloadlink:
Hi Govega,

could you please post the content of the .ini-files you changed? Then Dorena and Freaky could have a look at the cause ... - Thank you


(03.08.2014, 14:41)Sheera Khan schrieb: Hi Govega,

could you please post the content of the .ini-files you changed? Then Dorena and Freaky could have a look at the cause ... - Thank you





; This is the main configuration file for an instance of OpenSim running in grid mode

    ; ### Choose the DB

    ; SQLite
    ;Type = "SQLite"

    ; MySql
    ; Uncomment these lines if you want to use mysql storage
    ; Change the connection string to your db details
    Type = "MySQL"
    ConnectionString = "Data Source=localhost;Database=arriba2;User ID=opensim;Password=opensim;Old Guids=true;"
    ; Uncomment this line if you are using MySQL and want to use a different database for estates
    ; The usual application for this is to allow estates to be spread out across multiple simulators by share the same database.
    ; Most people won't need to do this so only uncomment if you know what you're doing.
    ;EstateConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=***;Old Guids=true;"

    ; MSSQL
    ; Uncomment these lines if you want to use MSSQL storage
    ; Change the connection string to your db details
    ; The value for server property is shown in your SQL Server Management Studio login dialog.
    ; (This sample is the default of express edition)
    ;Type = "MSSQL"
    ;ConnectionString = "Server=localhost\SQLEXPRESS;Database=opensim;User Id=opensim; password=***;"

    ; PGSQL
    ; Uncomment these lines if you want to use PGSQL storage
    ; Change the connection string to your db details
    ;Type = "PGSQL"
    ;ConnectionString = "Server=localhost;Database=opensim;User Id=opensim; password=***;"

    ; Uncomment the variables in this section only if you are in
    ; Hypergrid configuration. Otherwise, ignore.

    ;# {HomeURI} {Hypergrid} {The Home URL of this world} {}
    ;; If this is a standalone world, this is the address of this instance.
    ;; If this is a grided simulator, this is the address of the external robust server that
    ;; runs the UserAgentsService.
    ;; For example or
    ;; This is a default that can be overwritten in some sections.
     HomeURI = ""

    ;# {GatekeeperURI} {Hypergrid} {The URL of the gatekeeper of this world} {}
    ;; If this is a standalone world, this is the address of this instance.
    ;; If this is a grided simulator, this is the address of the external robust server
    ;; that runs the Gatekeeper service.
    ;; For example or
    ;; This is a default that can be overwritten in some sections.
     GatekeeperURI = ""

    ;; Choose one cache module and the corresponding config file, if it exists.
    ;; Copy the config .example file into your own .ini file and adapt that.
    ;; We recommend the use of the FlotsamAssetCache since this is most actively maintained.

    AssetCaching = "FlotsamAssetCache"
    Include-FlotsamCache = "config-include/FlotsamCache.ini"

    ;; Optionally, the port for the LLProxyLoginModule module can be changed
    ;Setup_LLProxyLoginModule = "9090/"

    ;; Authorization is not on by default, as it depends on external php
    ;AuthorizationServices = "RemoteAuthorizationServicesConnector"

    DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
    AssetLoaderArgs = "assets/AssetSets.xml"

    ; Change this to your grid-wide asset server.  Do not add a slash to the end of any of these addresses.
    AssetServerURI = ""

    ; Change this to your grid-wide inventory server
    InventoryServerURI = ""

    ; Change this to your grid info service
    GridInfoURI = ""

    ; Change this to your grid-wide grid server
    GridServerURI = ""

    ;; Directory for map tile images of linked regions
     MapTileDirectory = "./maptiles"

    ; === HG ONLY ===
    ;; Change this to the address of your Gatekeeper service
    ;; (usually bundled with the rest of the services in one
    ;; Robust server in port 8002, but not always)

    ; === HG ONLY ===
    ;; Change this to the address of your Gatekeeper service
    ;; (usually bundled with the rest of the services in one
    ;; Robust server in port 8002, but not always)
    Gatekeeper = ""

    ; Change this to your grid-wide grid server
    AvatarServerURI = ""

    ; Change this to your grid-wide presence server
    PresenceServerURI = ""

    ; Change this to your grid-wide user accounts server
    UserAccountServerURI = ""

    ; Change this to your grid-wide user accounts server
    GridUserServerURI = ""

    ; Change this to your grid-wide authentication server
    AuthenticationServerURI = ""

    ; Change this to your grid-wide friends server
    FriendsServerURI = ""

    ; === HG ONLY ===
    ; Change this to your server
    ; accessible from other grids
    HomeURI = ""
    Gatekeeper = ""
    ;; If you want to protect your assets from being copied by foreign visitors
    ;; set this to false. You may want to do this on sims that have licensed content.
    ;; Default is true.
     OutboundPermission = True

    ;; Send visual reminder to local users that their inventories are unavailable while they are traveling
    ;; and available when they return. True by default.
    RestrictInventoryAccessAbroad = True

    ;; Warning: advanced and unusual. Default is false.
    ;; Enables configurations where grids share user services, including inventory,
    ;; while separating regions' assets from users' assets. Asset transfer between
    ;; the users' asset server and the regions' asset server is done in HG-like manner.
    ; CheckSeparateAssets = false
    ; RegionHGAssetServerURI =

    ; === HG ONLY ===
    ; Change this to your server
    ; accessible from other grids
    HomeURI = ""

    ;; The asset types that this grid can export to / import from other grids.
    ;; Comma separated.
    ;; Valid values are all the asset types in OpenMetaverse.AssetType, namely:
    ;; Unknown, Texture, Sound, CallingCard, Landmark, Clothing, Object, Notecard, LSLText,
    ;; LSLBytecode, TextureTGA, Bodypart, SoundWAV, ImageTGA, ImageJPEG, Animation, Gesture, Mesh
    ;; Leave blank or commented if you don't want to apply any restrictions.
    ;; A more strict, but still reasonable, policy may be to disallow the exchange
    ;; of scripts, like so:
    ; DisallowExport ="LSLText"
    ; DisallowImport ="LSLBytecode"

    ; User level required to be able to send friendship invitations to foreign users
    ;LevelHGFriends = 0;

    ; === HG ONLY ===
    ; Change this to your user agent server (HG robust)
    UserAgentServerURI = ""

       MapImageServerURI = ""

  ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
  ;; Set the value of the url to your UserProfilesService
  ;; If un-set / "" the module is disabled
   ProfileServiceURL =

  ;# {URL} {} {Set URL for Baked texture service} {}
  ;; Sets the URL for the baked texture ROBUST service.
  ;; Disabled when unset.
  ;; URL =

  ; If you have regions with access restrictions
    ; specify them here using the convention
    ; Region_<Region_Name> = <flags>
    ; Valid flags are:
    ; DisallowForeigners -- HG visitors not allowed
    ; DisallowResidents -- only Admins and Managers allowed
    ; Example:
     ;Region_Test_1 = "DisallowForeigners"

;; Uncomment if you are using SimianGrid for grid services
    ;; SimianGrid services URL
    ;; SimianServiceURL = ""

    ;; Capability assigned by the grid administrator for the simulator
    ;; SimulatorCapability = "00000000-0000-0000-0000-000000000000"
[quote='Govega' pid='14476' dateline='1407099996']
[quote='Sheera Khan' pid='14471' dateline='1407069668']
Hi Govega,

could you please post the content of the .ini-files you changed? Then Dorena and Freaky could have a look at the cause ... - Thank you


and opensim.ini


;; 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.
;; 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.

    ;# {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/"

    ;# {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 = "";

    ;# {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

    ;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20
    ;; Increasing the number of undos available number will increase memory usage.
    MaxPrimUndos = 20

    ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
    ;; Minimum size for non-physical prims.  Affects resizing of existing
    ;; prims.  This can be overridden in the region config file (as
    ;; NonPhysicalPrimMin!).
    ; NonPhysicalPrimMin = 0.001

    ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
    ;; Maximum size for non-physical prims.  Affects resizing of existing
    ;; prims. This can be overridden in the region config file (as
    ;; NonPhysicalPrimMax!).
    ; NonPhysicalPrimMax = 256

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

    ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
    ;; Maximum size where a prim can be physical.  Affects resizing of
    ;; existing prims.  This can be overridden in the region config file.
    ; PhysicalPrimMax = 64

    ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
    ;; If a viewer attempts to rez a prim larger than the non-physical or
    ;; physical prim max, clamp the dimensions to the appropriate maximum
    ;; This can be overridden in the region config file.
    ; ClampPrimSize = false
    ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
    ;; Maximum number of prims allowable in a linkset. Affects creating new
    ;; linksets. Ignored if less than or equal to zero.
    ;; This can be overridden in the region config file.
    ; LinksetPrims = 0

    ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
    ;; Allow scripts to keep running when they cross region boundaries, rather
    ;; than being restarted.  State is reloaded on the destination region.
    ;; This only applies when crossing to a region running in a different
    ;; simulator.  
    ;; For crossings where the regions are on the same simulator the script is
    ;; always kept running.
    ; AllowScriptCrossing = true

    ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
    ;; Allow compiled script binary code to cross region boundaries.
    ;; If you set this to "true", any region that can teleport to you can
    ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
    ; 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

    ;# {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} BulletSim
    ;; BulletSim is the default physics engine.  It provides the best performance and most functionality.
    ;; BulletSim supports varregions.
    ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator and before.  
    ;; It continues to provide a workable physics implementation.  It does not currently support varregions.
    ;; basicphysics effectively does not model physics at all, making all objects phantom.  
    ;; Default is OpenDynamicsEngine
    ; physics = OpenDynamicsEngine
    ; physics = BulletSim
    ; physics = basicphysics
    ; physics = POS

    ;# {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 setting for llHTTPRequest and dynamic texture loading, if
    ;; required
    ; HttpProxy = ""

    ;# {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 = ";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"
    ;; - "Imprudence" has access
    ;; - "Imprudence 1.3" has access
    ;; - "Imprudence 1.3.1" has no access
    ; AllowedClients =

    ;# {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"
    ;; - "Imprudence" has no access
    ;; - "Imprudence 1.3" has no access
    ;; - "Imprudence 1.3.1" has access
    ; BannedClients =

    ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
    ;; Map tile options.  
    ;; If true, then maptiles are generated using the MapImageModule below.
    ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
    ;; in individual region config file(s).  If you do not want to upload map tiles at all, then you will need
    ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
     GenerateMaptiles = true

    ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
    ;; The module to use in order to generate map images.
    ;; MapImageModule is the default.  Warp3DImageModule is an alternative experimental module that can
    ;; generate better images.
    MapImageModule = "Warp3DImageModule"

    ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
    ;; If desired, a running region can update the map tiles periodically
    ;; to reflect building activity. This names no sense of you don't have
    ;; prims on maptiles. Value is in seconds.
     MaptileRefresh = 0

    ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
    ;; If not generating maptiles, use this static texture asset ID
    ;; This may be overridden on a per region basis in Regions.ini
    ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"

    ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
    ;; Use terrain texture for maptiles if true, use shaded green if false
     TextureOnMapTile = true

    ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
    ;; Draw objects on maptile.  This step might take a long time if you've
    ;; got a large number of objects, so you can turn it off here if you'd like.
     DrawPrimOnMapTile = true

    ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
    ;; Texture the faces of the prims that are rendered on the map tiles.
     TexturePrims = true

    ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
    ;; Only texture prims that have a diagonal size greater than this number
    ; TexturePrimSize = 48

    ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
    ;; Attempt to render meshes and sculpties on the map
     RenderMeshes = true;

    ;# {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

    ; 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 =

    ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
    ;; Password for the default estate owner
    ; DefaultEstateOwnerPassword = password

    ;; 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?} {}
    ; host_domain_header_from = ""

    ;# {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?} {}

    ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25

    ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}

    ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}

    ;# {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 = ""

    ;# {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 for comments on adding
    ;; " (Mozilla Compatible)" to the text where there are problems with a
    ;; web server
    ; user_agent = "OpenSim LSL (Mozilla Compatible)"

    ;# {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} {}
    ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
    ;; will use this address to register xmlrpc channels on the external
    ;; service
    ; XmlRpcHubURI =

    ;; 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"

    ;; 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"
    Cap_AvatarPickerSearch = "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 = "localhost"

    ;# {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 = ""
    ;# {SearchServerURI} {} {URL of the search server} {}
    ;SearchServerURI = ""

    ;# {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

    ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
    ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
    ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
    ;DisableInterRegionTeleportCancellation = false

    ;# {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 invites and notices are stored for offline users.
    ;; Default is true.
    ;; This applies to both core groups module.
     ForwardOfflineGroupMessages = true

    ;# {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,
    ; use_NINJA_physics_joints = false

    ;; This is the remote admin module, which uses XMLRPC requests to
    ;; manage regions from a web interface.

    ;# {enabled} {} {Enable the remote admin interface?} {true false} false
    ; enabled = false

    ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
    ;; Set this to a nonzero value to have remote admin use a different port
    ; port = 0

    ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
    ;; This password is required to make any XMLRPC call (should be set as
    ;; the "password" parameter)
    ; access_password = ""

    ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
    ;; List the IP addresses allowed to call RemoteAdmin
    ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
    ;; access_ip_addresses =, ...
    ; 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

    ;# {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

    ;# {enable_windlight} {} {Enable LightShare technology?} {true false} true
    ;; 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 = true

    ;# {enable_materials} {} {Enable Materials support?} {true false} true
    ;; This enables the use of Materials.
    enable_materials = true

    ;# {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?} {}
    ; 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=""

    ;# {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

    ;# {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,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 = true

    ;# {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 = true

    ;# {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 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 = Severe

    ; 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"

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

    ;; Runs MRM in a Security Sandbox
    ; 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

    ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
    ;; Configuration details at
    ; 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

    ;# {Enabled} {} {Enable groups?} {true false} false
    ;; Enables the groups module
     Enabled = true

    ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
    ;; Minimum user level required to create groups
     LevelGroupCreate = 0

    ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
    ;; The default module can use a PHP XmlRpc server from the Flotsam project at
    ;; or from the SimianGrid project at
    ; 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 = Groups HG Service Connector

    ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
    ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
     LocalService = local

    ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
    ;; Used for V2 in Remote only.
    ; SecretKey = ""

    ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
    ;; URI for the groups services of this grid
    ;; e.g. for Flotsam XmlRpc
    ;; or for SimianGrid
    ;; or http::// 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
    ;; or
    ;; 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

    ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
    ; Experimental option to only message online users rather than all users
    ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
    ; Applies Flotsam Group only. V2 has this always on, no other option
    ; MessageOnlineUsersOnly = false

    ;; This makes the Groups 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

     ;# {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

    ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
    ;; Enable media on a prim facilities
     Enabled = true;

    ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
     Enabled = true

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

    ;# {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"

//Edit: better for read put the ini in a BBCode code, is the third icon from right side
Have a nice Day;D

Thank you so much!

Hmmm.... can I correct this Freaky?

I have tried to tp from Lost Paradise grid to my Arriba... and cannot.. but I may not have my URI correct... maybe I will try again...
I think, Freaky means the often called "loopback" feature, which is missing in more and more recent routers. If your viewer is on the same internal side of the router as the server, it requests the external IP from the "wrong" side of the network, where the internal IP's of the home network are valid (usually something like 192.168....). Routers with IP NAT reflection accept external requests from the internal side.

The missing loopback feature is the most annoying problem on home driven servers, as there are no good solutions apart from buying a new router.

EDIT: But before you buy a new router, you should assure that the feature is really missing! Maybe, you can switch the feature on in your existing router, or your problem is something else. => Server-Tutorial für Linux mit OpenSim, OpenSim Arriba compiliert und für Metropolis konfiguriert!
Auf die neuste dev der Arriba aktualisiert:
Uiui,..letzte Version hatte einen Fehler,..hatte vergessen die Robust.ini mit rein zu kopieren.Blush
Ist nun behoben.Wink

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