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  1. # All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/
  2.  
  3. # All map templates are defined in the templates directory
  4. # To use the HDMap very-low-res (2 ppb) map templates as world defaults, set value to vlowres
  5. #   The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and the_end-vlowres.txt
  6. # To use the HDMap low-res (4 ppb) map templates as world defaults, set value to lowres
  7. #   The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and the_end-lowres.txt
  8. # To use the HDMap hi-res (16 ppb) map templates (these can take a VERY long time for initial fullrender), set value to hires
  9. #   The definitions of these templates are in normal-hires.txt, nether-hires.txt, and the_end-hires.txt
  10. # To use the HDMap low-res (4 ppb) map templates, with support for boosting resolution selectively to hi-res (16 ppb), set value to low_boost_hi
  11. #   The definitions of these templates are in normal-low_boost_hi.txt, nether-low_boost_hi.txt, and the_end-low_boost_hi.txt
  12. # To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to vhi-res (32 ppb), set value to hi_boost_vhi
  13. #   The definitions of these templates are in normal-hi_boost_vhi.txt, nether-hi_boost_vhi.txt, and the_end-hi_boost_vhi.txt
  14. # To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to xhi-res (64 ppb), set value to hi_boost_xhi
  15. #   The definitions of these templates are in normal-hi_boost_xhi.txt, nether-hi_boost_xhi.txt, and the_end-hi_boost_xhi.txt
  16. deftemplatesuffix: bogus
  17.             # use worlds.txt
  18.  
  19. # Map storage scheme: only uncomment one 'type' value
  20. #  filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting
  21. #  sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory)
  22. #  mysql: MySQL database, at hostname:port in database, accessed via userid with password
  23. storage:
  24.  # Filetree storage (standard tree of image files for maps)
  25.   #type: filetree
  26.   # SQLite db for map storage (uses dbfile as storage location)
  27.   #type: sqlite
  28.   #dbfile: dynmap.db
  29.   # MySQL DB for map storage (at 'hostname':'port' with flags "flags" in database 'database' using user 'userid' password 'password' and table prefix 'prefix')
  30.   type: mysql
  31.   hostname: dbserver.local
  32.   #port: 3306
  33.   database: dynmap
  34.   userid: correct_username
  35.   password: correct_password
  36.   #prefix: ""
  37.   flags: "?allowReconnect=true"
  38.  
  39. components:
  40.   - class: org.dynmap.ClientConfigurationComponent
  41.  
  42.   #- class: org.dynmap.InternalClientUpdateComponent
  43.   #  sendhealth: true
  44.   #  sendposition: true
  45.   #  allowwebchat: true
  46.   #  webchat-interval: 5
  47.   #  hidewebchatip: false
  48.   #  trustclientname: false
  49.   #  includehiddenplayers: false
  50.   #  # (optional) if true, color codes in player display names are used
  51.   #  use-name-colors: false
  52.   #  # (optional) if true, player login IDs will be used for web chat when their IPs match
  53.   #  use-player-login-ip: true
  54.   #  # (optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored
  55.   #  require-player-login-ip: false
  56.   #  # (optional) block player login IDs that are banned from chatting
  57.   #  block-banned-player-chat: true
  58.   #  # Require login for web-to-server chat (requires login-enabled: true)
  59.   #  webchat-requires-login: false
  60.   #  # If set to true, users must have dynmap.webchat permission in order to chat
  61.   #  webchat-permissions: false
  62.   #  # Limit length of single chat messages
  63.   #  chatlengthlimit: 256
  64.   ##  # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
  65.   ##  hideifshadow: 4
  66.   ##  # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
  67.   ##  hideifundercover: 14
  68.   ##  # (Optional) if true, players that are crouching/sneaking will be hidden
  69.   #  hideifsneaking: false
  70.   #  # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
  71.   #  protected-player-info: false
  72.   #  # If true, hide players with invisibility potion effects active
  73.   #  hide-if-invisiblity-potion: true
  74.   #  # If true, player names are not shown on map, chat, list
  75.   #  hidenames: false
  76.   - class: org.dynmap.JsonFileClientUpdateComponent
  77.     writeinterval: 2
  78.     sendhealth: true
  79.     sendposition: true
  80.     allowwebchat: true
  81.     webchat-interval: 4
  82.     hidewebchatip: false
  83.     includehiddenplayers: false
  84.     use-name-colors: false
  85.     use-player-login-ip: false
  86.     require-player-login-ip: false
  87.     block-banned-player-chat: true
  88.     hideifshadow: 0
  89.     hideifundercover: 0
  90.     hideifsneaking: false
  91.     # Require login for web-to-server chat (requires login-enabled: true)
  92.     webchat-requires-login: false
  93.     # If set to true, users must have dynmap.webchat permission in order to chat
  94.     webchat-permissions: false
  95.     # Limit length of single chat messages
  96.     chatlengthlimit: 256
  97.     hide-if-invisiblity-potion: true
  98.     hidenames: false
  99.  
  100.   - class: org.dynmap.SimpleWebChatComponent
  101.     allowchat: true
  102.     # If true, web UI users can supply name for chat using 'playername' URL parameter.  'trustclientname' must also be set true.
  103.     allowurlname: false
  104.  
  105.   # Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
  106.   - class: org.dynmap.MarkersComponent
  107.     type: markers
  108.     showlabel: false
  109.     enablesigns: false
  110.     # Default marker set for sign markers
  111.     default-sign-set: markers
  112.     # (optional) add spawn point markers to standard marker layer
  113.     showspawn: true
  114.     spawnicon: world
  115.     spawnlabel: "Spawn"
  116.     # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
  117.     showofflineplayers: false
  118.     offlinelabel: "Offline"
  119.     offlineicon: offlineuser
  120.     offlinehidebydefault: true
  121.     offlineminzoom: 0
  122.     maxofflinetime: 30
  123.     # (optional) layer for showing player's spawn beds
  124.     showspawnbeds: false
  125.     spawnbedlabel: "Spawn Beds"
  126.     spawnbedicon: bed
  127.     spawnbedhidebydefault: true
  128.     spawnbedminzoom: 0
  129.     spawnbedformat: "%name%'s bed"
  130.     # (optional) show world border (vanilla 1.8+)
  131.     showworldborder: true
  132.  
  133.   - class: org.dynmap.ClientComponent
  134.     type: chat
  135.     allowurlname: false
  136.   - class: org.dynmap.ClientComponent
  137.     type: chatballoon
  138.     focuschatballoons: false
  139.   - class: org.dynmap.ClientComponent
  140.     type: chatbox
  141.     showplayerfaces: true
  142.     messagettl: 5
  143.     # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
  144.     scrollback: 100
  145.     # Optiona; set maximum number of lines visible for chatbox
  146.     visiblelines: 8
  147.     # Optional: send push button
  148.     sendbutton: true
  149.   - class: org.dynmap.ClientComponent
  150.     type: playermarkers
  151.     showplayerfaces: true
  152.     showplayerhealth: true
  153.     # If true, show player body too (only valid if showplayerfaces=true
  154.     showplayerbody: false
  155.     # Option to make player faces small - don't use with showplayerhealth
  156.     smallplayerfaces: false
  157.     # Optional - make player faces layer hidden by default
  158.     hidebydefault: false
  159.     # Optional - ordering priority in layer menu (low goes before high - default is 0)
  160.     layerprio: 0
  161.     # Optional - label for player marker layer (default is 'Players')
  162.     label: "Players"
  163.  
  164.   #- class: org.dynmap.ClientComponent
  165.   #  type: digitalclock
  166.   - class: org.dynmap.ClientComponent
  167.     type: link
  168.  
  169.   - class: org.dynmap.ClientComponent
  170.     type: timeofdayclock
  171.     showdigitalclock: true
  172.     showweather: true
  173.   # Mouse pointer world coordinate display
  174.   - class: org.dynmap.ClientComponent
  175.     type: coord
  176.     label: "Location"
  177.     hidey: false
  178.     show-mcr: false
  179.  
  180.   # Note: more than one logo component can be defined
  181.   #- class: org.dynmap.ClientComponent
  182.   #  type: logo
  183.   #  text: "Dynmap"
  184.   #  #logourl: "images/block_surface.png"
  185.   #  linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
  186.   #  # Valid positions: top-left, top-right, bottom-left, bottom-right
  187.   #  position: bottom-right
  188.  
  189.   #- class: org.dynmap.ClientComponent
  190.   #  type: inactive
  191.   #  timeout: 1800 # in seconds (1800 seconds = 30 minutes)
  192.   #  redirecturl: inactive.html
  193.   #  #showmessage: 'You were inactive for too long.'
  194.  
  195.   #- class: org.dynmap.TestComponent
  196.   #  stuff: "This is some configuration-value"
  197.  
  198. # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
  199. display-whitelist: false
  200.  
  201. # How often a tile gets rendered (in seconds).
  202. renderinterval: 1
  203.  
  204. # How many tiles on update queue before accelerate render interval
  205. renderacceleratethreshold: 60
  206.  
  207. # How often to render tiles when backlog is above renderacceleratethreshold
  208. renderaccelerateinterval: 0.2
  209.  
  210. # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
  211. tiles-rendered-at-once: 2
  212.  
  213. # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
  214. # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
  215. # in more competition for CPU resources with other processes
  216. usenormalthreadpriority: true
  217.  
  218. # Save and restore pending tile renders - prevents their loss on server shutdown or /reload
  219. saverestorepending: true
  220.  
  221. # Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
  222. save-pending-period: 900
  223.  
  224. # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
  225. zoomoutperiod: 30
  226.  
  227. # Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
  228. initial-zoomout-validate: true
  229.  
  230. # Default delay on processing of updated tiles, in seconds.  This can reduce potentially expensive re-rendering
  231. # of frequently updated tiles (such as due to machines, pistons, quarries or other automation).  Values can
  232. # also be set on individual worlds and individual maps.
  233. tileupdatedelay: 30
  234.  
  235. # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
  236. enabletilehash: true
  237.  
  238. # Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
  239. #hideores: true
  240.  
  241. # Optional - enabled BetterGrass style rendering of grass and snow block sides
  242. #better-grass: true
  243.  
  244. # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
  245. smooth-lighting: true
  246.  
  247. # Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
  248. #   false=classic Dynmap lighting curve
  249. use-brightness-table: true
  250.  
  251. # Optional - render specific block IDs using the texures and models of another block ID: can be used to hide/disguise specific
  252. #  blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
  253. block-id-alias:
  254. #    "14": 1
  255. #    "15": 1
  256. #    "16": 1
  257.  
  258. # Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
  259. # Has no effect on maps with explicit format settings
  260. image-format: png
  261.  
  262. #  use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
  263. #  correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
  264. #  transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
  265. use-generated-textures: true
  266. correct-water-lighting: true
  267. transparent-leaves: true
  268.  
  269. # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
  270. ctm-support: true
  271. # custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
  272. custom-colors-support: true
  273.  
  274. # Control loading of player faces (if set to false, skins are never fetched)
  275. #fetchskins: false
  276.  
  277. # Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
  278. #refreshskins: false
  279.  
  280. # Customize URL used for fetching player skins (%player% is macro for name)
  281. skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
  282.  
  283. render-triggers:
  284.  #- playermove
  285.   #- playerjoin
  286.   - blockplaced
  287.   - blockbreak
  288.   - leavesdecay
  289.   - blockburn
  290.   - chunkgenerated
  291.   - blockformed
  292.   - blockfaded
  293.   - blockspread
  294.   - pistonmoved
  295.   - explosion
  296.   #- blockfromto
  297.   #- blockphysics
  298.   - structuregrow
  299.   - blockgrow
  300.   #- blockredstone
  301.  
  302. # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
  303. #webpage-title: "My Awesome Server Map"
  304.  
  305. # The path where the tile-files are placed.
  306. tilespath: web/tiles
  307.  
  308. # The path where the web-files are located.
  309. webpath: web
  310.  
  311. # The path were the /dynmapexp command exports OBJ ZIP files
  312. exportpath: export
  313.  
  314. # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
  315. # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
  316. #webserver-bindaddress: 0.0.0.0
  317.  
  318. # The TCP-port the webserver will listen on.
  319. webserver-port: 8123
  320.  
  321. # Maximum concurrent session on internal web server - limits resources used in Bukkit server
  322. max-sessions: 30
  323.  
  324. # Disables Webserver portion of Dynmap (Advanced users only)
  325. disable-webserver: true
  326.  
  327. # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
  328. allow-symlinks: true
  329.  
  330. # Enable login support
  331. login-enabled: false
  332. # Require login to access website (requires login-enabled: true)
  333. login-required: false
  334.  
  335. # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
  336. timesliceinterval: 0.0
  337.  
  338. # Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load
  339. maxchunkspertick: 200
  340.  
  341. # Progress report interval for fullrender/radiusrender, in tiles.  Must be 100 or greater
  342. progressloginterval: 100
  343.  
  344. # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
  345. #   Note: setting this will result in much more intensive CPU use, some additional memory use.  Caution should be used when
  346. #  setting this to equal or exceed the number of physical cores on the system.
  347. #parallelrendercnt: 4
  348.  
  349. # Interval the browser should poll for updates.
  350. updaterate: 2000
  351.  
  352. # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
  353. fullrenderplayerlimit: 0
  354. # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
  355. updateplayerlimit: 0
  356. # Target limit on server thread use - msec per tick
  357. per-tick-time-limit: 50
  358. # If TPS of server is below this setting, update renders processing is paused
  359. update-min-tps: 18.0
  360. # If TPS of server is below this setting, full/radius renders processing is paused
  361. fullrender-min-tps: 18.0
  362. # If TPS of server is below this setting, zoom out processing is paused
  363. zoomout-min-tps: 18.0
  364.  
  365. showplayerfacesinmenu: true
  366.  
  367. # Control whether players that are hidden or not on current map are grayed out (true=yes)
  368. grayplayerswhenhidden: true
  369.  
  370. # Use player permissions to order player list: first to last, players are ordered by first permission listed that they have
  371. # That is, anyone with first listed permission goes before anyone with second, etc, with users with none of the nodes going last
  372. player-sort-permission-nodes:
  373.  - bukkit.command.op
  374.  
  375. # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
  376. #sidebaropened: true
  377.  
  378. # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
  379. #http-response-headers:
  380. #    Access-Control-Allow-Origin: "my-domain.com"
  381. #    X-Custom-Header-Of-Mine: "MyHeaderValue"
  382.  
  383. # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
  384. trusted-proxies:
  385.  - "127.0.0.1"
  386.   - "0:0:0:0:0:0:0:1"
  387.  
  388. # Join/quit message format for web chat: set to "" to disable notice on web UI
  389. joinmessage: "%playername% joined"
  390. quitmessage: "%playername% quit"
  391.  
  392. spammessage: "You may only chat once every %interval% seconds."
  393. # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
  394. webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
  395.  
  396. # Control whether layer control is presented on the UI (default is true)
  397. showlayercontrol: true
  398.  
  399. # Enable checking for banned IPs via banned-ips.txt (internal web server only)
  400. check-banned-ips: true
  401.  
  402. # Default selection when map page is loaded
  403. defaultzoom: 0
  404. defaultworld: world
  405. defaultmap: flat
  406. # (optional) Zoom level and map to switch to when following a player, if possible
  407. #followzoom: 3
  408. #followmap: surface
  409.  
  410. # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
  411. persist-ids-by-ip: true
  412.  
  413. # If true, map text to cyrillic
  414. cyrillic-support: false
  415.  
  416. # If true, coordinates will be rounded
  417. round-coordinates: true
  418.  
  419. # Messages to customize
  420. msg:
  421.     maptypes: "Map Types"
  422.     players: "Players"
  423.     chatrequireslogin: "Chat Requires Login"
  424.     chatnotallowed: "You are not permitted to send chat messages"
  425.     hiddennamejoin: "Player joined"
  426.     hiddennamequit: "Player quit"
  427.  
  428. # URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
  429. url:
  430.    # configuration URL
  431.     configuration: "standalone/MySQL_configuration.php"
  432.     # update URL
  433.     update: "standalone/MySQL_update.php?world={world}&ts={timestamp}"
  434.     # sendmessage URL
  435.     sendmessage: "standalone/MySQL_sendmessage.php"
  436.     # login URL
  437.     login: "standalone/MySQL_login.php"
  438.     # register URL
  439.     register: "standalone/MySQL_register.php"
  440.     # tiles base URL
  441.     tiles: "standalone/MySQL_tiles.php?tile="
  442.     # markers base URL
  443.     markers: "standalone/MySQL_markers.php?marker="
  444.  
  445. # Customization commands - allows scripts to be run before/after certain events
  446. custom-commands:
  447.     image-updates:
  448.        # Command run just before any image file is written or updated: run with single parameter with fully qualified file name
  449.         preupdatecommand: ""
  450.         # Command run just after any image file is written or updated: run with single parameter with fully qualified file name
  451.         postupdatecommand: ""
  452.  
  453. # Snapshot cache size, in chunks
  454. snapshotcachesize: 500
  455. # Snapshot cache uses soft references (true), else weak references (false)
  456. soft-ref-cache: true
  457.  
  458. # Set to true to enable verbose startup messages - can help with debugging map configuration problems
  459. # Set to false for a much quieter startup log
  460. verbose: false
  461.  
  462. # Enables debugging.
  463. #debuggers:
  464. #  - class: org.dynmap.debug.LogDebugger
  465. # Debug: dump blocks missing render data
  466. dump-missing-blocks: false
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