# MySQL connection info: mysql_host= mysql_database= mysql_username= mysql_password= # 0 or 1, should log to console log_to_console=1 # 0 or 1, should log debug (developer only) statements to console for debugging, not needed for normal operation log_debug_statements=0 # A main loop frame (one pass of a server's loop) that takes at least this many milliseconds is logged as one line with # what took the time, and shown on the dashboard's Performance page. 0 turns it off. See docs/Dashboard.md, Performance. slow_frame_ms=250 # The public facing IP address. Can be 'localhost' for locally hosted servers external_ip=localhost # The local IPv4 address every server (auth, chat, master, world and the dashboard's # connection to master) listens on, for machines with more than one network interface. # Empty (the default) or 0.0.0.0 listens on all interfaces; localhost means 127.0.0.1. # This only changes where the servers listen: players are still sent external_ip, so # use it when the public address isn't one this machine can bind to (NAT, a proxy). # The servers refuse to start if this isn't an IPv4 address. bind_ip= # 0 or 1, should not compile chat hash map to file dont_generate_dcf=0 # How many clients can be connected to the server at once max_clients=999 # Where to put crashlogs dump_folder= # The location of the client # Either the folder with /res or with /client and /versions client_location= # The maximum outgoing bandwidth in bits. If your clients are having # issues with enemies taking a while to catch up to them, increse this value. # Empty or 0 means no limit maximum_outgoing_bandwidth=0 # The Maximum Translation Unit (MTU) size for packets. If players are # getting stuck at 55% on the loading screen, lower this number to # reduce the chances of packet loss. This value only has an effect # from 512 <= maximum_mtu_size <= 1492 so make sure to keep this # value within that range. maximum_mtu_size=1228 # The client network version to allow to connect to this server. # Client's that do not match this value will be kicked from the server. # If you are using a Darkflame Universe client, set this value to 171023. # This cannot just be any arbitrary number. This has to match the same value that is in your client. # If you do not know what this value is, default it to 171022. client_net_version=171022 # Turn to 0 to default teams to use the live accurate Shared Loot (0) by default as opposed to Free for All (1) # This is used in both Chat and World servers. default_team_loot=0 # event gating for login response and luz gating, and holiday events from the EventGating table # (e.g. pirateDay: pirates and admirals in the Crux Prime random spawners) event_1=Talk_Like_A_Pirate event_2= event_3= event_4= event_5= event_6= event_7= event_8= # version for login response and luz gating version_major=1 version_current=10 version_minor=64 # The port the chat server is started and listening on # Used in chat and world servers chat_server_port=2005 sqlite_database_path=resServer/dlu.sqlite database_type=sqlite # Skips the account creation check in master. Used for non-interactive setups. skip_account_creation=0 # 0 or 1, restrict mail while account is muted mute_restrict_mail=1 # 0 or 1, restrict trade while account is muted mute_restrict_trade=1 # 0 or 1, automatically reject character and pet names submitted while muted mute_auto_reject_names=1 # The UGC server makes a saved property model this many seconds after its owner's last save (each save starts the wait # again for all their waiting models), or as soon as a game client asks for it or the owner leaves the world. 0: right # away. See docs/UgcServer.md. ugc_debounce_seconds=120 # 0 or 1: worlds answer game clients without 3D services (UGCUSE3DSERVICES=7:0, the default) with the checksums of the # files the UGC server made, so they download the icons of cars, rockets and models from the UGCSERVERIP, UGCSERVERPORT # and UGCSERVERDIR of their boot.cfg (default: the PATCHSERVER* values). A client that can't connect there is logged # out, so only set 1 when every player's boot.cfg points at the UGC server. See docs/UgcServer.md. ugc_manifest=0 # 0 or 1, with ugc_manifest=1: placed player models the UGC server has made are shown with its mesh. Each client still # gets every model's LXFML and builds it first (for its collision: the UGC server makes no physics), then is switched to # the served mesh a few seconds after it has loaded. See docs/UgcServer.md. ugc_manifest_models=0 # ---- Chat log ---- # Keep a chat log: Zone chat, and what the chat filter stopped. log_chat=1 # Include whispers and team chat: Only staff with the Read private chat permission see them. log_private_chat=1 # ---- Packet capture ---- # Send at least every: A server sends what it recorded this often, even when the batch is small. (ms) capture_flush_interval_ms=1000 # Or when a batch reaches: A server sends a batch as soon as it is this large. (bytes) capture_flush_bytes=262144 # Keep at most: Batches a server keeps while master can't take them; past this the oldest are dropped and the capture # shows a gap. (MB) capture_buffer_max_mb=16 # Replay sandbox: Set by the capture tool in the sandboxes it makes for replays: the servers then refuse any database # but a SQLite file in their own folder. Leave it off on a real server. Read when the server starts. replay_sandbox=0 # Live database (sandbox): Set by the capture tool in replay sandboxes: the real server's SQLite file, which a sandbox # refuses to open. Read when the server starts. replay_live_sqlite_path=