# ############################################################################## # # you do not have to specify everything, pick and choose the options you need only # ############################################################################## # [main::general] # 1=generate newer version of auth ticket, used by some modern apps # default=0 new_app_ticket=1 # 1=generate/embed Game Coordinator token inside the new auth ticket # default=0 gc_token=1 # 1=pretend the app is running on a steam deck # default=0 steam_deck=0 # 1=enable avatar functionality # default=0 enable_account_avatar=0 # 1=synchronize user stats/achievements with game servers as soon as possible instead of caching them until the next call to `Steam_RunCallbacks()` # not recommended to enable this # default=0 immediate_gameserver_stats=0 # 1=use the proper type of the server list (internet, friends, etc...) when requested by the game # 0=always return the type of the server list as "LAN server" # not recommended to enable this # default=0 matchmaking_server_list_actual_type=0 # 1=grab the server details for match making using an actual server query # 0=use the info from the local network messages shared between client/server # not recommended to enable this, currently breaks some games # default=0 matchmaking_server_details_via_source_query=0 # very basic crash logger/printer # this is intended to debug some annoying scenarios, and best used with the debug build of the emu # default= crash_printer_location=./path/relative/to/dll/crashes.txt [main::stats] # 1=prevent `Steam_User_Stats::FindLeaderboard()` from always succeeding and creating the unknown leaderboard # not recommended to enable this # default=0 disable_leaderboards_create_unknown=0 # the emu will only save/update stats defined by the user, unknown stats requested or updated by the game will be rejected # 1=allow unknown stats to be saved/updated # default=0 allow_unknown_stats=0 # the emu has an internal extra functionality which reports an achievement progress when a stat that's tied to an ahcievement is updated # also the progress is saved to disk (usual local storage folder for the current appid) so that external applications can watch these updates # 1=enable this functionality # only used internally for a stat that's tied to an achievement, the normal achievement progress requests made by the game are not impacted # some applications tie many stats to achievements, and update these stats very frequently, causing a spam of disk writes and overlay popups # in that case you can disable this functionality (set the value to 0), but the stat progress won't be saved or displayed in the overlay # default=1 stat_achievement_progress_functionality=1 # whenever a game updates a stat which is tied to an achievement progress, the emu will save that progress immediately # but some games will update the stat very frequently (with lower & higher values) resulting in a spam of disk writes or overlay notifications # 0=save any stat achievement progress value (higher or lower) # 1=save stat achievement progress value only if it is higher than the current one # this has no impact on the stat itself, only the achievement progress # also has no impact on the functions which directly change stats, achievements, or achievements progress # default=1 save_only_higher_stat_achievement_progress=1 # the emulator loads the achievements icons is memory, this is needed for APIs like `ISteamUserStats::GetAchievementIcon()` and the overlay # the loaded icon size is controlled by [overlay::appearance] -> Icon_Size, in the file configs.overlay.ini # this value controls how many icons to load each iteration when the periodic callback of the emu is triggered # or when the app/game calls `SteamAPI_RunCallbacks()` # each achievement has 2 icons, one when it's locked and another when it's unlocked, so a value of 10 means loading 20 icons # increasing this value will cause a huge startup delay # -1=disable this functionality (`ISteamUserStats::GetAchievementIcon()` and the overlay won't be able to use icons) # 0=load the icon in memory only when it's requested # default=10 paginated_achievements_icons=10 [main::connectivity] # 1=prevent hooking OS networking APIs and allow any external requests # only used by the experimental builds on **Windows** # default=0 disable_lan_only=0 # 1=disable all steam networking interface functionality # this won't prevent games/apps from making external requests # networking related functionality like lobbies or those that launch a server in the background will not work # default=0 disable_networking=0 # change the UDP/TCP port the emulator listens on, you should probably not change this because everyone needs to use the same port or you won't find yourselves on the network # default=47584 listen_port=47584 # 1=pretend steam is running in offline mode, mainly affects the function `ISteamUser::BLoggedOn()` # Some games that connect to online servers might only work if the steam emu behaves like steam is in offline mode # default=0 offline=0 # 1=prevent sharing stats and achievements with any game server, this also disables the interface ISteamGameServerStats # default=0 disable_sharing_stats_with_gameserver=0 # 1=do not send server details to the server browser, only works for game servers # default=0 disable_source_query=0 # 1=enable sharing leaderboards scores with people playing the same game on the same network # not ideal and synchronization isn't perfect # default=0 share_leaderboards_over_network=0 # 1=prevent lobby creation in the steam matchmaking interface # default=0 disable_lobby_creation=0 # 1=attempt to download external HTTP(S) requests made via Steam_HTTP::SendHTTPRequest() inside "steam_settings/http/" # make sure to: # * set disable_lan_only=1 # * set disable_networking=0 # this will **not** work if the app is using native/OS web APIs # default=0 download_steamhttp_requests=0 # mostly workarounds for specific problems [main::misc] # 1=force `ISteamUserStats::SetAchievement()` to always return true # this is a workaround for some games that otherwise won't work # default=0 achievements_bypass=0 # force the function `Steam_HTTP::SendHTTPRequest()` to always succeed # default=0 force_steamhttp_success=0 # env var `SteamOverlayGameId` breaks Steam Input when the game is added to Steam as a non-steam game # 1=don't write this env var, allowing Steam Input to work # default=0 disable_steamoverlaygameid_env_var=0 # 1=add many Steam apps to the list of owned DLCs and the emu's list of installed app IDs # useful for many Source-based games # https://developer.valvesoftware.com/wiki/Steam_Application_IDs # https://developer.valvesoftware.com/wiki/Dedicated_Servers_List # default=0 enable_steam_preowned_ids=0 # some Source-based games use the interface `ISteamGameStats` to report some stats # you can make the emu save this data to a folder # empty value = don't save anything (default) # the emu will create the folders if they are missing but the path specified must be writable # default= steam_game_stats_reports_dir=./path/relative/to/dll/