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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: hires
  17.  
  18. # Map storage scheme: only uncomment one 'type' value
  19. # filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting
  20. # sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory)
  21. # mysql: MySQL database, at hostname:port in database, accessed via userid with password
  22. storage:
  23. # Filetree storage (standard tree of image files for maps)
  24. #type: filetree
  25. # SQLite db for map storage (uses dbfile as storage location)
  26. #type: sqlite
  27. #dbfile: dynmap.db
  28. # MySQL DB for map storage (at 'hostname':'port' with flags "flags" in database 'database' using user 'userid' password 'password' and table prefix 'prefix')
  29. type: mysql
  30. hostname: localhost
  31. port: 3306
  32. database: dynmap
  33. userid: quasarcraft
  34. password: password
  35. #prefix: ""
  36. flags: "?allowReconnect=true, useSSL=false"
  37.  
  38. components:
  39. - class: org.dynmap.ClientConfigurationComponent
  40.  
  41. # - class: org.dynmap.InternalClientUpdateComponent
  42. # sendhealth: true
  43. # sendposition: true
  44. # allowwebchat: true
  45. # webchat-interval: 5
  46. # hidewebchatip: false
  47. # trustclientname: false
  48. # includehiddenplayers: false
  49. # # (optional) if true, color codes in player display names are used
  50. # use-name-colors: false
  51. # (optional) if true, player login IDs will be used for web chat when their IPs match
  52. # use-player-login-ip: true
  53. # (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
  54. # require-player-login-ip: true
  55. # (optional) block player login IDs that are banned from chatting
  56. # block-banned-player-chat: true
  57. # Require login for web-to-server chat (requires login-enabled: true)
  58. # webchat-requires-login: false
  59. # If set to true, users must have dynmap.webchat permission in order to chat
  60. # webchat-permissions: false
  61. # Limit length of single chat messages
  62. # chatlengthlimit: 256
  63. # # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
  64. # hideifshadow: 4
  65. # # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
  66. # hideifundercover: 14
  67. # # (Optional) if true, players that are crouching/sneaking will be hidden
  68. # hideifsneaking: false
  69. # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
  70. # protected-player-info: false
  71. # If true, hide players with invisibility potion effects active
  72. # hide-if-invisiblity-potion: true
  73. # If true, player names are not shown on map, chat, list
  74. # hidenames: false
  75. - class: org.dynmap.JsonFileClientUpdateComponent
  76. writeinterval: 1
  77. sendhealth: false
  78. sendposition: false
  79. allowwebchat: false
  80. webchat-interval: 5
  81. hidewebchatip: false
  82. includehiddenplayers: false
  83. use-name-colors: false
  84. use-player-login-ip: false
  85. require-player-login-ip: false
  86. block-banned-player-chat: true
  87. hideifshadow: 0
  88. hideifundercover: 0
  89. hideifsneaking: false
  90. # # Require login for web-to-server chat (requires login-enabled: true)
  91. webchat-requires-login: false
  92. # # If set to true, users must have dynmap.webchat permission in order to chat
  93. webchat-permissions: false
  94. # # Limit length of single chat messages
  95. chatlengthlimit: 256
  96. hide-if-invisiblity-potion: true
  97. hidenames: false
  98.  
  99. - class: org.dynmap.SimpleWebChatComponent
  100. allowchat: true
  101. # If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.
  102. allowurlname: false
  103.  
  104. # Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
  105. - class: org.dynmap.MarkersComponent
  106. type: markers
  107. showlabel: false
  108. enablesigns: false
  109. # Default marker set for sign markers
  110. default-sign-set: markers
  111. # (optional) add spawn point markers to standard marker layer
  112. showspawn: true
  113. spawnicon: world
  114. spawnlabel: "Spawn"
  115. # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
  116. showofflineplayers: false
  117. offlinelabel: "Offline"
  118. offlineicon: offlineuser
  119. offlinehidebydefault: true
  120. offlineminzoom: 0
  121. maxofflinetime: 30
  122. # (optional) layer for showing player's spawn beds
  123. showspawnbeds: false
  124. spawnbedlabel: "Spawn Beds"
  125. spawnbedicon: bed
  126. spawnbedhidebydefault: true
  127. spawnbedminzoom: 0
  128. spawnbedformat: "%name%'s bed"
  129. # (optional) show world border (vanilla 1.8+)
  130. showworldborder: true
  131. worldborderlabel: "Border"
  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. # Optional: set maximum number of lines visible for chatbox
  146. #visiblelines: 10
  147. # Optional: send push button
  148. sendbutton: false
  149. - class: org.dynmap.ClientComponent
  150. type: playermarkers
  151. showplayerfaces: false
  152. showplayerhealth: false
  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. show-chunk: false
  180.  
  181. # Note: more than one logo component can be defined
  182. #- class: org.dynmap.ClientComponent
  183. # type: logo
  184. # text: "Dynmap"
  185. # #logourl: "images/block_surface.png"
  186. # linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
  187. # # Valid positions: top-left, top-right, bottom-left, bottom-right
  188. # position: bottom-right
  189.  
  190. #- class: org.dynmap.ClientComponent
  191. # type: inactive
  192. # timeout: 1800 # in seconds (1800 seconds = 30 minutes)
  193. # redirecturl: inactive.html
  194. # #showmessage: 'You were inactive for too long.'
  195.  
  196. #- class: org.dynmap.TestComponent
  197. # stuff: "This is some configuration-value"
  198.  
  199. # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
  200. display-whitelist: false
  201.  
  202. # How often a tile gets rendered (in seconds).
  203. renderinterval: 1
  204.  
  205. # How many tiles on update queue before accelerate render interval
  206. renderacceleratethreshold: 60
  207.  
  208. # How often to render tiles when backlog is above renderacceleratethreshold
  209. renderaccelerateinterval: 0.2
  210.  
  211. # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
  212. tiles-rendered-at-once: 2
  213.  
  214. # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
  215. # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
  216. # in more competition for CPU resources with other processes
  217. usenormalthreadpriority: true
  218.  
  219. # Save and restore pending tile renders - prevents their loss on server shutdown or /reload
  220. saverestorepending: true
  221.  
  222. # Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
  223. save-pending-period: 900
  224.  
  225. # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
  226. zoomoutperiod: 30
  227.  
  228. # Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
  229. initial-zoomout-validate: true
  230.  
  231. # Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering
  232. # of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can
  233. # also be set on individual worlds and individual maps.
  234. tileupdatedelay: 30
  235.  
  236. # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
  237. enabletilehash: true
  238.  
  239. # Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
  240. #hideores: true
  241.  
  242. # Optional - enabled BetterGrass style rendering of grass and snow block sides
  243. #better-grass: true
  244.  
  245. # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
  246. smooth-lighting: true
  247.  
  248. # Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
  249. # false=classic Dynmap lighting curve
  250. use-brightness-table: true
  251.  
  252. # Optional - render specific block names using the textures and models of another block name: can be used to hide/disguise specific
  253. # blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
  254. block-alias:
  255. # "minecraft:quartz_ore": "stone"
  256. # "diamond_ore": "coal_ore"
  257.  
  258. # Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100, webp, webp-q75, webp-q80, webp-q85, webp-q90, webp-q95, webp-q100),
  259. # Note: any webp format requires the presence of the 'webp command line tools' (cwebp, dwebp) (https://developers.google.com/speed/webp/download)
  260. #
  261. # Has no effect on maps with explicit format settings
  262. image-format: jpg-q90
  263.  
  264. # If cwebp or dwebp are not on the PATH, use these settings to provide their full path. Do not use these settings if the tools are on the PATH
  265. # For Windows, include .exe
  266. #
  267. #cwebpPath: /usr/bin/cwebp
  268. #dwebpPath: /usr/bin/dwebp
  269.  
  270. # use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
  271. # correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
  272. # transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
  273. use-generated-textures: true
  274. correct-water-lighting: true
  275. transparent-leaves: true
  276.  
  277. # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
  278. ctm-support: true
  279. # custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
  280. custom-colors-support: true
  281.  
  282. # Control loading of player faces (if set to false, skins are never fetched)
  283. #fetchskins: false
  284.  
  285. # Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
  286. #refreshskins: false
  287.  
  288. # Customize URL used for fetching player skins (%player% is macro for name)
  289. skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
  290.  
  291. # Enable skins via SkinsRestorer plugin instead of internal legacy implementation (disabled by default)
  292. #skinsrestorer-integration: true
  293.  
  294. render-triggers:
  295. #- playermove
  296. #- playerjoin
  297. - blockplaced
  298. - blockbreak
  299. - leavesdecay
  300. - blockburn
  301. - chunkgenerated
  302. - blockformed
  303. - blockfaded
  304. - blockspread
  305. #- pistonmoved
  306. #- explosion
  307. #- blockfromto
  308. #- blockphysics
  309. - structuregrow
  310. - blockgrow
  311. #- blockredstone
  312.  
  313. # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
  314. #webpage-title: "My Awesome Server Map"
  315.  
  316. # The path where the tile-files are placed.
  317. tilespath: web/tiles
  318.  
  319. # The path where the web-files are located.
  320. webpath: web
  321.  
  322. # The path were the /dynmapexp command exports OBJ ZIP files
  323. exportpath: export
  324.  
  325. # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
  326. # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
  327. #webserver-bindaddress: 0.0.0.0
  328.  
  329. # The TCP-port the webserver will listen on.
  330. webserver-port: 8123
  331.  
  332. # Maximum concurrent session on internal web server - limits resources used in Bukkit server
  333. max-sessions: 30
  334.  
  335. # Disables Webserver portion of Dynmap (Advanced users only)
  336. disable-webserver: true
  337.  
  338. # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
  339. allow-symlinks: true
  340.  
  341. # Enable login support
  342. login-enabled: false
  343. # Require login to access website (requires login-enabled: true)
  344. login-required: false
  345.  
  346. # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
  347. timesliceinterval: 0.0
  348.  
  349. # 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
  350. maxchunkspertick: 200
  351.  
  352. # Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
  353. progressloginterval: 100
  354.  
  355. # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
  356. # Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when
  357. # setting this to equal or exceed the number of physical cores on the system.
  358. #parallelrendercnt: 4
  359.  
  360. # Interval the browser should poll for updates.
  361. updaterate: 2000
  362.  
  363. # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
  364. fullrenderplayerlimit: 0
  365. # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
  366. updateplayerlimit: 0
  367. # Target limit on server thread use - msec per tick
  368. per-tick-time-limit: 50
  369. # If TPS of server is below this setting, update renders processing is paused
  370. update-min-tps: 18.0
  371. # If TPS of server is below this setting, full/radius renders processing is paused
  372. fullrender-min-tps: 18.0
  373. # If TPS of server is below this setting, zoom out processing is paused
  374. zoomout-min-tps: 18.0
  375.  
  376. showplayerfacesinmenu: true
  377.  
  378. # Control whether players that are hidden or not on current map are grayed out (true=yes)
  379. grayplayerswhenhidden: true
  380.  
  381. # Use player permissions to order player list: first to last, players are ordered by first permission listed that they have
  382. # That is, anyone with first listed permission goes before anyone with second, etc, with users with none of the nodes going last
  383. player-sort-permission-nodes:
  384. - bukkit.command.op
  385.  
  386. # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
  387. #sidebaropened: true
  388.  
  389. # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
  390. #http-response-headers:
  391. # Access-Control-Allow-Origin: "my-domain.com"
  392. # X-Custom-Header-Of-Mine: "MyHeaderValue"
  393.  
  394. # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
  395. trusted-proxies:
  396. - "127.0.0.1"
  397. - "0:0:0:0:0:0:0:1"
  398.  
  399. # Join/quit message format for web chat: set to "" to disable notice on web UI
  400. joinmessage: "%playername% joined"
  401. quitmessage: "%playername% quit"
  402.  
  403. spammessage: "You may only chat once every %interval% seconds."
  404. # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
  405. webmsgformat: "&color;8[MAP] %playername%: &color;f%message%"
  406.  
  407. # Control whether layer control is presented on the UI (default is true)
  408. showlayercontrol: true
  409.  
  410. # Enable checking for banned IPs via banned-ips.txt (internal web server only)
  411. check-banned-ips: true
  412.  
  413. # Default selection when map page is loaded
  414. defaultzoom: 0
  415. defaultworld: survival
  416. defaultmap: flat
  417. # (optional) Zoom level and map to switch to when following a player, if possible
  418. #followzoom: 3
  419. #followmap: surface
  420.  
  421. # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
  422. persist-ids-by-ip: true
  423.  
  424. # If true, map text to cyrillic
  425. cyrillic-support: false
  426.  
  427. # If true, coordinates will be rounded
  428. round-coordinates: true
  429.  
  430. # Messages to customize
  431. msg:
  432. maptypes: "Map Types"
  433. players: "Players"
  434. chatrequireslogin: "Chat Requires Login"
  435. chatnotallowed: "You are not permitted to send chat messages"
  436. hiddennamejoin: "Player joined"
  437. hiddennamequit: "Player quit"
  438.  
  439. # URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
  440. url:
  441. # configuration URL
  442. configuration: "standalone/MySQL_configuration.php"
  443. # update URL
  444. update: "standalone/MySQL_update.php?world={world}&ts={timestamp}"
  445. # sendmessage URL
  446. sendmessage: "standalone/MySQL_sendmessage.php"
  447. # login URL
  448. login: "standalone/MySQL_login.php"
  449. # register URL
  450. register: "standalone/MySQL_register.php"
  451. # tiles base URL
  452. tiles: "standalone/MySQL_tiles.php?tile="
  453. # markers base URL
  454. markers: "standalone/MySQL_markers.php?marker="
  455. # configuration URL
  456. #configuration: "up/configuration"
  457. # update URL
  458. #update: "up/world/{world}/{timestamp}"
  459. # sendmessage URL
  460. #sendmessage: "up/sendmessage"
  461. # login URL
  462. #login: "up/login"
  463. # register URL
  464. #register: "up/register"
  465. # tiles base URL
  466. #tiles: "tiles/"
  467. # markers base URL
  468. #markers: "tiles/"
  469.  
  470. # Customization commands - allows scripts to be run before/after certain events
  471. custom-commands:
  472. image-updates:
  473. # Command run just before any image file is written or updated: run with single parameter with fully qualified file name
  474. preupdatecommand: ""
  475. # Command run just after any image file is written or updated: run with single parameter with fully qualified file name
  476. postupdatecommand: ""
  477.  
  478. # Snapshot cache size, in chunks
  479. snapshotcachesize: 500
  480. # Snapshot cache uses soft references (true), else weak references (false)
  481. soft-ref-cache: true
  482.  
  483. # Player enter/exit title messages for map markers
  484. #
  485. # Processing period - how often to check player positions vs markers - default is 1000ms (1 second)
  486. #enterexitperiod: 1000
  487. # Title message fade in time, in ticks (0.05 second intervals) - default is 10 (1/2 second)
  488. #titleFadeIn: 10
  489. # Title message stay time, in ticks (0.05 second intervals) - default is 70 (3.5 seconds)
  490. #titleStay: 70
  491. # Title message fade out time, in ticks (0.05 seocnd intervals) - default is 20 (1 second)
  492. #titleFadeOut: 20
  493. # Enter/exit messages use on screen titles (true - default), if false chat messages are sent instead
  494. #enterexitUseTitle: true
  495. # Set true if new enter messages should supercede pending exit messages (vs being queued in order), default false
  496. #enterReplacesExits: true
  497.  
  498. # Set to true to enable verbose startup messages - can help with debugging map configuration problems
  499. # Set to false for a much quieter startup log
  500. verbose: false
  501.  
  502. # Enables debugging.
  503. #debuggers:
  504. # - class: org.dynmap.debug.LogDebugger
  505. # Debug: dump blocks missing render data
  506. dump-missing-blocks: false
  507.  
  508. # Have dynmap migrate old chunks to the new format for the current MC version (specifically, for migrating pre-1.13 chunks to 1.13 or 1.14). This is needed
  509. # in order to render chunks on an upgraded server (due to various bugs/limitations in CB/spigot 1.13+). This setting is NOT suggested to be enabled full time,
  510. # but only long enough to do a fullrender of a migrated world - it should be turned back off once worlds are migrated). It is EXPERIMENTAL, so be sure to backup
  511. # your worlds before running with this setting enabled (set to true)
  512. #
  513. #migrate-chunks: true
  514.  
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