text: # simuconf.tab
  #
  # Low-Level values and constants
  #
  # Lines starting with '#' or any non_character letter will be ignored!
  # To actually set a value, remove the leading '#'!
  #
  # This file can be found in many places:
  #
  # simutrans/config/simuconf.tab (this one)
  # ~/simutrans/simuconf.tab (in the user directory, if not a portable (single user) installation)
  # simutrans/pakfilefolder/config/simuconf.tab (always, if present)
  # ~/simutrans/simuconf.tab (read a second time, again only if not a portable (single user) installation)
  #
  ################################portable or not#################################
  #
  # This simuconf.tab will be read first => we set meaningful defaults here.
  #
  # load/save the files in the users or the program directory directory? (default: 0 = user directory)
  # ATTENTION!
  # will be only used if this file is located in the program directory at config/simuconf.tab!
  #
  #singleuser_install = 0
  #
  #################################program stuff##################################
  #
  #
  # Do not delete these comment line! (Needed for installer)
  
  # Default pak file path - which graphics set you want to play with?
  # Nothing means automatic selection
  #
  # ATTENTION!
  # This value will only be used if this file is located in the data directory at config/simuconf.tab
  # and will be overwritten by the settings from simutrans/simuconf.tab in the user directory.
  #
  #pak_file_path = pak/
  #pak_file_path = pak.german/
  #pak_file_path = pak128/
  #pak_file_path = pak.japan/
  #pak_file_path = pak.winter/
  #pak_file_path = pak.ttd/
  #
  #################################routing stuff##################################
  
  # maximum number of position tested during a way search
  # 100000 should be ok even for large maps with ships
  # 10000 is ok for everything else (consumes 16*x Bytes main memory, no further harm)
  max_route_steps = 1000000
  
  #
  # How many tiles to check before giving up on finding a free bay at a stop? (200 default)
  max_choose_route_steps = 250
  
  # size of catchment area of a station (default 2)
  # older game size was 3
  # savegames with another catch area will give strange results
  station_coverage = 2
  
  # Max number of steps in goods pathfinding
  # This should be equal or greater than the biggest group
  # of interconnected stations in your game.
  #
  # If you set it too low, some goods might not find a route
  # if the route is too complex. If you set it too high, the
  # search will take a lot of CPU power, particularly if searches
  # often fail because there is no route.
  #
  # Depending on your CPU power, you might want to limit the search
  # depth.
  #
  # prissi: On a 512x512 map with more than 150000 people daily, the saturation
  # value for "no route" was higher, around 8000. Using 300 instead almost doubled
  # the value of "no route"
  #
  max_hops = 2000
  
  # Passengers and goods will change vehicles at most "max_transfer"
  # times to reach their destination.
  #
  # It seems that in good networks, the number of transfers is below
  # 5. I think 6 is a good compromise that allows complex networks but
  # cuts off the more extreme cases
  #
  # You can set this lower to save a little bit of CPU time, but at some
  # point this means you'll get less passengers to transport
  #
  # This value is less critical than "max_hops" from above.
  #
  # T. Kubes: I would say 8 for now, but this definitely should be difficulty
  # dependent setting.
  #
  max_transfers = 9
  
  # way builder internal weights (defaults)
  # a higher weight make it more unlikely
  # make the curves negative, and the waybuilder will built strange tracks ...
  #
  way_straight=1
  way_curve=2
  way_double_curve=6
  way_90_curve=15
  way_slope=10
  way_tunnel=8
  way_max_bridge_len=15
  way_leaving_road=25
  
  # if defined, the default tool will try to calculate straight ways (like OpenTTD)
  straight_way_without_control = 0
  
  # stop_halt_as_scheduled=1, trains stop at the scheduled tile (or advance until they fits)
  # stop_halt_as_scheduled=0 (default) trains will advance always to the end of a platform
  #stop_halt_as_scheduled=0
  
  ###############################passenger stuff##############################
  # also pak dependent
  
  # town growth multiplier factors (electricity is not used at the moment)
  # A higher factor mean faster growth
  # passenger_multiplier = 40
  mail_multiplier = 20
  goods_multiplier = 20
  electricity_multiplier = 0
  
  # town growth is size dependent. There are three different sizes (<1000, 1000-10000, >10000)
  # the idea is, that area increase by square but growth is linear
  growthfactor_villages = 400
  growthfactor_cities = 200
  growthfactor_capitals = 100
  
  # passenger generation (default is 16) Smaller values means less passengers
  passenger_factor=16
  
  # amount of passengers that travel from/to factories or attractions
  # the remaining percentage is intercity and intracity travel
  factory_worker_percentage = 33
  tourist_percentage = 16
  
  # how much local destinations are preferred over time
  # 1 means almost local passengers/mail only, 10000 spreads them over the map
  # You can have up to ten entries, first is the year, next is the factor.
  # The increase between the year will increase first slow then fast towards
  # the final years
  locality_factor[0]=1835,1
  locality_factor[1]=2050,2500
  
  # A factory will be added as worker's destination to a town, if it has either
  # is within factory_worker_radius
  # or has less than factory_worker_minimum_towns next cities added
  # and has not more than factory_worker_maximum_towns added
  # The default settings connect to maximum four cities with 77 tiles radius; or at least to the closest one
  # Setting factory_worker_maximum_towns to zero will not connect factories to towns
  factory_worker_radius = 77
  factory_worker_minimum_towns = 1
  factory_worker_maximum_towns = 4
  
  # if enabled (default = 0 off) stops may have different capacities for passengers, mail, and  freight
  separate_halt_capacities = 0
  
  # three modes (default = 0)
  # 1: the payment is only relative to the distance to next interchange, 2 to the trips destination (default 0 is distance since last stop)
  pay_for_total_distance = 0
  
  # things to overcrowded destinations won't load if active (default off)
  avoid_overcrowding = 0
  
  # do not create goods/passenger/mail when the only route is over an overcrowded stop
  no_routing_over_overcrowded = 0
  
  # in beginner mode, all good prices are multiplied by a factor (default 1500=1.5)
  beginner_price_factor = 1500
  
  # Construction speed of new AIs, the higher the faster (default 8000)
  #ai_construction_speed = 8000
  
  ##################################factory stuff#################################
  
  # when a city reaches 2^n times of this number
  # then a factory is extended, or a new factory chain is spawned
  #industry_increase_every = 2000
  
  # smallest distance between two adjacent factories
  min_factory_spacing = 6
  
  # max distance for connected factories
  # if percentage>0, it will be in percent of the largest map dimension
  # percentage also overrides the absolute value
  max_factory_spacing_percentage = 25
  #max_factory_spacing = 40
  
  # allow all possible supplier to connect to your factories?
  # best to leave it in default position. (only on for simuTTD)
  crossconnect_factories = 0
  
  # how big is the chance for crossconnections in percent
  # (100% will give nearly the same results as crossconnect_factories=1)
  crossconnect_factories_percentage = 33
  
  # how much is the total electric power available (in relation to total production) in parts per thousand
  electric_promille = 330
  
  # true if transformers are allowed underground (default)
  allow_underground_transformers = 1
  
  # with this switch on overcrowded factories will not receive goods any more
  # There are three settings 0=off, 1=old_style (default), 2=new_style
  just_in_time = 1
  
  # how much amount in transport is sent before further distribution stops
  # This is only enabled when "just_in_time=1" is enabled
  # The limit is given in percent of factory storage (0=off)
  # It should be not too low to allow big convoys fully loaded at more than one
  # factory (for medium sized maps 500 seems a reasonable number)
  maximum_intransit_percentage = 0
  
  # use beginner mode for new maps (can be switched anyway on the new map dialog)
  first_beginner = 0
  
  # number of periods for averaging the amount of arrived pax/mail at factories for boost calculation
  # one period represents a fixed interval of 2^18 ms in-game time
  # value can range from 1 to 16, inclusive; 1 means no averaging; default is 4
  factory_arrival_periods = 4
  
  # whether factory's pax/mail demands are enforced or not; default is on
  factory_enforce_demand = 1
  
  ##################################display stuff#################################
  
  # You can use a system font. BUT you must specify the whole path to it!
  # This can be only set in the user defined simuconf.tab
  #fontname=C:\Windows\fonts\arial.ttf
  
  # if run on a mobile device, setting hide_keyboard=1 will only show the keyboard
  # when there is text to input in a dialog. Other than that textinput will not
  # be possible (no keyboard short cuts).
  # Currently only supported with SDL2
  hide_keyboard = 0
  
  # player color can be fixed for several players or set totally random
  # in the latter case each player will get unique but random coloring
  # (default 0)
  random_player_colors = 0
  
  # when set here, the player will always get these player colors, even
  # if random colors were enabled.
  # color values range from 0 to 27 for first and second player color
  # and there are 0...15 player in the game
  player_color[1] = 1,4
  
  # Should either account (default) or net wealth be shown below the screen?
  player_finance_display_account = 1
  
  # remove companies without convoys after x month (0=off, 6=default)
  remove_dummy_player_months = 6
  
  # remove password of abandoned companies (without any building activity) after x month (0=off default)
  unprotect_abandoned_player_months = 0
  
  # (=1) drive on the left side of the road
  drive_left = 0
  
  # (=1) signals on the left side
  signals_on_left = 0
  
  # Do you want to have random pedestrians in town? Look nice but needs some
  # CPU time to process them. (1=on, 0=off)
  # Impact on frame time: ~10% (16 cities on a new standard map)
  random_pedestrians = 1
  
  # Do you want to have random pedestrians after pax are reaching this
  # destination? May generate quite a lot. (1=on, 0=off)
  stop_pedestrians = 1
  
  # there are some other grounds (like rocky, lakes etc. )
  # which could be added to the map (default 10)
  # show random objects to break uniformity (every n suited tiles)
  random_grounds_probability = 10
  
  # show random moving animals (n = every n suited tiles, default 1000)
  random_wildlife_probability = 1000
  
  # animate the water each interval (if images available)
  # costs some time for the additional redraw (~1-3%)
  water_animation_ms = 250
  
  # Show info windows for private cars and pedestrians?
  # (1=on, 0=off)
  pedes_and_car_info = 0
  
  # How much citycars will be generated
  citycar_level = 5
  
  # After how many month a citycar breaks (and will be forever gone) ...
  # default is ten years (at bits_per_month setting of 20)
  default_citycar_life = 36
  
  # Show info on trees?
  # (1=on, 0=off)
  tree_info = 1
  
  # Show info also on bare ground?
  # (1=on, 0=off)
  ground_info = 0
  
  # Show passenger level of townhalls?
  # (1=on, 0=off)
  townhall_info = 0
  
  # do not show the button to add an inverted schedule for rail based convoys
  # (1=hide, 0=show anyway)
  hide_rail_return_ticket = 1
  
  # do not show the buttons to delete old savegames (default)
  show_delete_buttons = 0
  
  # always open only a single info window for the ground,
  # even if there are more objects on this tile
  #only_single_info = 1
  
  # show a tooltip on convoys at several conditions
  # 0 no messages
  # 1 (default) only no_route and stuck
  # loading and waiting at signals too
  #show_vehicle_states = 1
  
  # If a convoi which you are following enters a tunnel, what to do
  # 0=do not change view, 1=switch to underground mode and back, 2=switch to sliced underground mode
  #follow_convoi_underground = 2
  
  # show (default) tiles with a halt when editing a schedule
  #visualize_schedule = 1
  
  # Should stations get numbered names? (1=yes, 0=no)
  #numbered_stations = 0
  
  # Show name signs and statistic?
  # 0 = don't show anything
  # 1 = station names
  # 2 = statistics
  # 3 = names and statistics
  # The visual style is added to this number:
  #   0 = black name in color box
  #   4 = name in player color with outline
  #   8 = box left of name in yellow outline
  show_names = 3
  
  # Draw the earth slope to mark the border (default 1 on)
  draw_earth_border = 1
  
  # Tile the outside with the ground.ouside.pak (default 0 off)
  draw_outside_tile = 0
  
  # Color of background outside the map, default: COL_GREY2 (210)
  #background_color = 210
  
  # If and where to display a compass
  # 0=off (default for main screen)
  # 1=top, 2=vertical centre, 3=bottom, 4=left, 8=horizontal centre, 12=right
  # default for minimap is 1+12=13
  compass_screen_position = 0
  compass_map_position = 13
  
  # if set to 1 (default) the numpad will always move the map.
  # if set to 0, it will always produce numbers
  numpad_always_moves_map = 1
  
  # Position of the main menu bar (0=left, 1=top[default], 2=right, 3=bottom)
  #menubar_position = 0
  
  # 1=selecting a tool again will close it (0=will be topped/reinit)
  #reselect_closes_tool = 1
  
  # 1=upon opening, all toolbars will be closed, toolbar will be top centered
  #single_toolbar = 0
  
  # display scaling factor in percent or -1 for auto
  # dpi_scaling = 100
  
  ###################################money stuff##################################
  #
  # These values are usually set in the pak files
  # You can adjust all the cost in the game, that are not inside some pak file
  #
  
  # show graphs old style (right to left, default) or rather left to right
  left_to_right_graphs  = 0
  
  # Starting money of the player. Given in Credit cents (1/100 Cr)
  #starting_money = 20000000
  
  # New system of year dependent starting money. Up to ten triplets are
  # possible. The entries are of the form:
  # startingmoney[i]=year,money(in 1/100 credits),interpolate (1) or step(0)
  # starting_money[0]=1930,20000000,1
  # starting_money[1]=2030,35000000,1
  
  # allow buying obsolete vehicles (=1) in depot
  allow_buying_obsolete_vehicles = 1
  
  # disable companies from making ways public with the appropiate tool
  # even when disabled companies can still make stops public
  # does not affect public service provider player
  disable_make_way_public = 0
  
  # vehicle can loose a part of their value, when the are once used
  # the loss is given in 1/1000th, i.e 300 mean the value will be 70%
  used_vehicle_reduction = 0
  
  # convois can have a maximum number of trailing vehicles (up to 250)
  # These are the dafult values. Pakset with airplanes with dual cargo holds
  # may need to increase the air counter!
  max_rail_convoi_length = 24
  max_road_convoi_length = 4
  max_ship_convoi_length = 4
  max_air_convoi_length = 1
  
  # lowest possible income with speedbonus (1000=1) default 125 (=1/8th)
  bonus_basefactor = 125
  
  # if a convoy runs on a way that belongs to another player, toll may
  # be charged. The number given is the percentage of the running cost
  # of the convoy or the way cost (include electrification if needed).
  # (default 0)
  toll_runningcost_percentage = 0
  toll_waycost_percentage = 0
  
  # Maintenance costs of buildings
  #maintenance_building = 2000
  
  # first stops: the actual cost is (cost*level*width*height)
  #cost_multiply_dock=500
  #cost_multiply_station=600
  #cost_multiply_roadstop=400
  #cost_multiply_airterminal=3000
  #cost_multiply_post=300
  #cost_multiply_headquarter=1000
  
  # cost for depots
  #cost_depot_air=5000
  #cost_depot_rail=1000
  #cost_depot_road=1300
  #cost_depot_ship=2500
  
  # maximum distance for merging non-adjacent stations
  allow_merge_distant_halt=2
  
  # the cost to merge stations: the actual cost is (cost*2^distance)
  #cost_multiply_merge_halt=700
  
  # other way related stuff
  #cost_signal=500
  #cost_tunnel=10000
  #cost_third_rail=80
  
  # other construction/destruction stuff
  #cost_buy_land=100
  #cost_alter_land=1000
  #cost_set_slope=2500
  #cost_alter_climate=5000
  #cost_found_city=5000000
  #cost_multiply_found_industry=20000
  #cost_remove_tree=100
  #cost_multiply_remove_haus=1000
  #cost_multiply_remove_field=5000
  #cost_transformer=2500
  #cost_maintain_transformer=20
  
  # how many months of maintainance the make public tool costs
  #cost_make_public_months=60
  
  ##################################pak set stuff#################################
  #
  
  # how long is a diagonal (512: factor 2=1024/512, old way, 724: sqrt(2)=1024/724
  # THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config!
  #diagonal_multiplier = 724
  
  # new height for old slopes when old single height savegame loaded with double height pak (default 1=single height, 2=double height)
  # THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config!
  #height_conversion_factor = 1
  
  # how height is a tile in z-direction (default 16, TTD 8)
  # THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config!
  #tile_height = 16
  
  # minimum/maximum allowed height level for the map (too high might cause display errors)
  # Also those number must no be the same
  #world_minimum_height = -12
  #world_maximum_height = 32
  
  # minimum distance between two townhalls
  #minimum_city_distance = 16
  
  # Minimum distance of a city attraction to other special buildings
  #special_building_distance = 3
  
  # Minimum clearance under bridges is 1 or 2 levels? (default = conversion factor)
  #way_height_clearance = 1
  
  # Max. length of initial intercity road connections
  # If you want to speed up map creation, lower this value.
  # If you want more initial intercity roads, raise this value.
  # If the value is too large then very long bridges might be created.
  # 200 seems to be a good compromise between speed and road number
  # note: this will slow down map creation dramatically!
  #
  #intercity_road_length = 200
  
  # Type of intercity roads - must be available as PAK file.
  # Intercityroad with timeline: intercity_road[number]=name,intro-year,retire-year
  # .. number = 0..9 - up to ten different intercity_roads possible
  # .. name = name of an existing pak file
  #intercity_road[0] = asphalt_road,0,1990
  # default: city_road
  # (old, 102.2.2 and before) intercity_road_type = asphalt_road
  
  # Type of city roads - must be available as PAK file.
  # Cityroad with timeline: city_road[number]=name,intro-year,retire-year
  # .. number = 0..9 - up to ten different city_roads possible
  # .. name = name of an existing pak file
  #city_road[0] = dirt_road,1920,1940
  # default: asphalt_road
  # (old, 102.2.2 and before) city_road_type = city_road
  
  # now river stuff
  # first river type (should be defined in pak dependent file)
  # The highest number is the smallest. A river with max_speed==0 is not navigable by ships.
  #river_type[0] = river
  #river_type[1] = small_river
  #river_type[2] = just_the source
  
  # river number (16 gives a few nicely branched rivers)
  #river_number = 16
  
  # min length
  #river_min_length = 16
  
  # max length
  #river_max_length = 320
  
  ################################# forest stuff #################################
  #  please be careful in changing them, I spent lot of time finding optimals.
  #  those values have impact on no. of spawned trees -> memory consumption
  #
  
  # Number of trees on square 2 - minimal usable, 3 good, 4 very nice looking
  max_no_of_trees_on_square = 3
  
  # All following tree options are only active during map generation/extension.
  
  # Base forest size - minimal size of forest - map independent
  forest_base_size = 36
  
  # Map size divisor - smaller it is the larger are individual forests
  forest_map_size_divisor = 38
  
  # Forest count divisor - smaller it is, the more forest are generated
  forest_count_divisor = 16
  
  # Determines how dense are spare trees going to be planted (works inversely)
  forest_inverse_spare_tree_density = 400
  
  # climate with trees entirely (1: water, 2:desert, 4:tropic, 8:mediterranean, 16:temperate, 32:tundra, 64:rocky, 128:arctic)
  # zero (default) means no climate with at least one tree per tile
  tree_climates = 4
  
  # climates with no trees at all (desert and arctic at the moment)
  no_tree_climates = 130
  
  # 0: no trees will be created at all (save about 30% memory and
  # the season change will be much smoother on small machines)
  # 1: normal elliptic forest tree distribution
  # 2: if humidity climate generation is enabled, distribute trees based on humidity (else use 1)
  tree_distribution = 2
  
  # maximum height level for lake creation (0=no lakes)
  lake_height = 8
  
  ###################################time stuff###################################
  
  # Enforce vehicle introduction dates?
  # 0 = all vehicles available from start of the game
  # 1 = use introduction dates
  # 2 = (default) use settings during game creation, new games off
  # 3 = use settings during game creation, new games on
  #
  use_timeline = 3
  
  # Starting year of the game:
  # Setting it below 1850 is not recommended for pak64 set!
  # You will have problems with missing vehicles, do not complain if you do so!
  # Setting it above 2050 will render game bit boring - no new vehicles.
  #
  # other recommended value for pak64 is 1956
  #
  starting_year = 1930
  
  # Starting month of the game for people who want to start in summer (default 1=January)
  starting_month = 1
  
  # Should month be shown in date?
  # 0=no, 1=yes
  # 2>=show day in japan format=2, us format=3, german=4
  # 5>=show no season but everything else in japan format=5, us format=5, german=6
  # This is most useful, if you use longer months than the default length (see below)
  #show_month = 1
  
  # Global time multiplier (will be save with new games)
  # 2^bits_per_month = duration of a game month in milliseconds real time
  # default before 99.x was 18. For example, 21 will make the month 2^3=8 times longer in real time
  # production and maintenance cost will be adjusted accordingly.
  #
  bits_per_month = 20
  
  #################################system stuff#################################
  
  # Set this for playing MIDI music with your preferred soundfont.
  # Need Fluidsynth support.
  # A recommended lightweight (30 MB) soundfont is PCLite:
  #   http://www.personalcopy.com/sfarkfonts1.htm
  #   https://src.fedoraproject.org/repo/pkgs/PersonalCopy-Lite-soundfont/PCLite.sf2/629732b7552c12a8fae5b046d306273a/
  # But there are many more, including greater quality ones.
  # Set either the full path or the name of the .sf2 soundfont saved into the "music" directory
  soundfont_filename = PCLite.sf2
  
  # File format for saved games
  # Uncompressed formats:
  # - binary   Uncompressed binary data
  # - xml      Uncompressed XML data (better error detection/correction but significantly larger files)
  # Compressed formats:
  # - zipped, xml_zipped    Compressed with gzip
  # - bzip2,  xml_bzip2     Compressed with bzip2 (smaller files but slower save/reload)
  # - zstd,   xml_zstd      Compressed with zstd (larger files than bzip2 but faster reload)
  #                         Not always available
  saveformat = bzip2
  
  # Alternate format for faster autosaves
  autosaveformat = zipped
  
  # zip and zstd allow for finetuning their packaging versus speed with an additional
  # compression level parameter.
  # Zip form 1(fastest) to 9(smallest) with 6 a good compromise
  # zstd goes form -10 to 30 or so. Meaningful are mostly single digit values
  save_level = 6
  autosave_level = 1
  
  # autosave every x months (0=off)
  autosave = 0
  
  # save the current game when quitting and reload it upon reopening
  #reload_and_save_on_quit = 1
  
  # display (screen/window) width
  # also see readme.txt, -screensize option
  #display_width  = 704
  
  # display (screen/window) height
  # also see readme.txt, -screensize option
  #display_height = 560
  
  # show full screen
  # 0: disable fullscreen
  # 1: enable fullscreen
  # 2: enable borderless fullscreen emulation (frameless window, screen size cannot be altered)
  #fullscreen = 0
  
  # How many frames per second to use? Display may look pretty until 10 or so
  # (depends very much on computer, game complexity and graphics driver)
  frames_per_second = 25
  
  # Same as frames_per_second, but for fast forward (default 10)
  #fast_forward_frames_per_second = 10
  
  # during zooming out simutrans may get slow due to the very high number
  # of tiles visible. If the tiles become equal or smaller than the tile size
  # below, a simpler clipping algorithm will be used, which will give some
  # clipping errors, but is faster. (default size = 4)
  # However, during normal gaming this will be determined automatically, so you
  # usually you do not need to set this manually.
  simple_drawing_tile_size = 4
  
  # you can force fast redraw for fast forward by this (default off)
  simple_drawing_fast_forward = 1
  
  # How much faster should the game proceed with fast forward (limited by your computer and size of the map)
  fast_forward = 50
  
  # How many threads to use (default 4)
  #threads = 4
  
  ###################################network stuff##############################
  #
  # Synchronized networking is always a trade off between fast response and safe
  # connections. A more relaxed timing will cause delay of commands but is more
  # likely to compensate for clients running slightly faster than the rest.
  #
  
  # Sets the local addresses Simutrans should listen on and use for making outgoing connections
  # By default it will use all local IPv4 and IPv6 addresses
  # This setting has no effect if Simutrans has been compiled with the USE_IP4_ONLY flag set!
  # The addresses listed will be tried in the order specified
  # A DNS name may be specified, this will be resolved and Simutrans will attempt to listen
  # on all of the addresses returned.
  #listen = ::,0.0.0.0
  
  # How much delay before commands are executed on the clients.
  # A larger number will catch even clients running slightly ahead but cause delay.
  # This is set by the server side.
  #server_frames_ahead = 4
  
  # How much extra delay in command execution on the client side, on top of server_frames_ahead.
  # A larger number can compensate for larger fluctuations in communication latency to smooth out play.
  # This is set by the client side.
  #additional_client_frames_behind = 4
  
  # In network mode, there will be a fixed number of screen updates before a step.
  # Reasonable values should result in 2-5 steps per second.
  #server_frames_per_step = 4
  
  # The server sends after a fixed number of steps some information to the clients.
  # Large values here means: reduced server communication (if that is of importance...)
  # Small values should improve the timing of the clients.
  #server_frames_between_checks = 24
  
  # Automatically announce server on the central server directory (http://servers.simutrans.org/)
  # 0 (default) = off, 1 = on
  #server_announce = 0
  
  # Interval of server announcement (if enabled)
  # Value is number of seconds between server announcements, default is 900 (15 minutes)
  # Minimum value is 60 (1 minute), for accurate listing it is recommended not to increase
  # this value to greater than 3600 (1 hour)
  # To disable announcements set server_announce to 0
  #server_announce_interval = 900
  
  # Fully Qualified Domain Name (FQDN) or IP address of your server (IPv6 or IPv4)
  #server_dns = 127.0.0.1
  
  # alternative server name (an or IP6) Use only if server_dns is set!
  #server_altdns = fe80::1
  
  # Port address (usually set via command line)
  #server_port = 13353
  
  # Name of server in server listing
  #server_name = My Simutrans Server
  
  # Additional information about your server (for display on the list server)
  #server_comments = Comments about my server
  
  # Email address of server maintainer (for display on the list server)
  #server_email = maintainer@your.server
  
  # Pakset download URL (for display on the list server)
  #server_pakurl = http://your.domain/pakset.zip
  
  # Server info URL (for display on the list server)
  #server_infurl = http://your.domain/server-info.html
  
  # Pause server when no clients are connected
  #pause_server_no_clients = 1
  
  # Server saves savegame when being killed (default=0 off)
  #server_save_game_on_quit = 0
  
  # Nickname when joining network games
  #nickname = John Doe
  
  # Chat window transparency (0=off, 25, 50 75 are possible)
  chat_transparency = 75
  
  # Here you can add a message about your server (It will read this file on each joining anew)
  #server_motd_filename =
  