# UGC server: makes the meshes and icons of what players build and serves them to the game client. # The master starts it when enable_ugc_server=1 (masterconfig.ini). See docs/UgcServer.md. # HTTP port the game client downloads from (the client's UGCSERVERPORT) port=2008 # The IP address to bind to. The game client has to reach it, so the default is every interface. listen_ip=0.0.0.0 # UDP port for the connection to the master server (the next port is used too). It must not clash with another # server's ports: auth uses 1500-1501, chat 2005-2006, the dashboard 2010-2011, worlds 3000 and up. net_port=2012 # The client's UGCSERVERDIR: the path the downloads are under (the client adds /UGCC/...) client_path=/ugc # Where the made files are kept (relative to the server binaries), and at most how much space they may take in MB. # When there's more, the files used longest ago are deleted; they're made again when asked for. 0: no limit. ugc_output_dir=ugc ugc_max_storage_mb=2048 # Worker threads making files (0: half the CPU cores) worker_threads=0 # How often to look for models to make (milliseconds), how many to take at once, and how often a model may fail # before it's given up on (the dashboard can try again) poll_interval_ms=2000 poll_batch=32 max_attempts=3 # Brick detail used for meshes and icons: 0 (most detailed) to 2 brick_lod=0 # Remove faces that can't be seen from anywhere, and darken hidden corners (ambient occlusion baked into the vertex # colors): 0 or 1. ao_strength: 0 (none) to 1. optimize_resolution: detail of the renders that decide both. remove_hidden_faces=1 bake_ao=1 ao_strength=0.6 optimize_resolution=1024 # Icons: size in pixels, the camera's angle around (yaw, from the model's front) and above (pitch) the model in degrees, # and the empty border (1 fills the icon). Modular builds (cars, rockets) have their own angles. icon_size=128 icon_yaw=35 icon_pitch=25 icon_margin=1.03 modular_icon_yaw=35 modular_icon_pitch=20