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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: mysql
  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: xxx.xxx.xxx.xxx
  31.   port: 3306
  32.   database: xxxxxxxx
  33.   userid: xxxxxxxx
  34.   password: xxxxxxxx
  35.   #prefix: ""
  36.   flags: "?allowReconnect=true"
  37.  
  38. components:
  39.   - class: org.dynmap.ClientConfigurationComponent
  40.  
  41.   - class: org.dynmap.InternalClientUpdateComponent
  42.     sendhealth: true
  43.     sendposition: true
  44.     allowwebchat: false
  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: false
  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: true
  78.   #  sendposition: true
  79.   #  allowwebchat: true
  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: true
  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: 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.     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)
  259. # Has no effect on maps with explicit format settings
  260. image-format: jpg-q90
  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. # Enable skins via SkinsRestorer plugin instead of internal legacy implementation (disabled by default)
  284. #skinsrestorer-integration: true
  285.  
  286. render-triggers:
  287.  #- playermove
  288.   #- playerjoin
  289.   - blockplaced
  290.   - blockbreak
  291.   - leavesdecay
  292.   - blockburn
  293.   - chunkgenerated
  294.   - blockformed
  295.   - blockfaded
  296.   - blockspread
  297.   #- pistonmoved
  298.   #- explosion
  299.   #- blockfromto
  300.   #- blockphysics
  301.   - structuregrow
  302.   - blockgrow
  303.   #- blockredstone
  304.  
  305. # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
  306. #webpage-title: "My Awesome Server Map"
  307.  
  308. # The path where the tile-files are placed.
  309. tilespath: web/tiles
  310.  
  311. # The path where the web-files are located.
  312. webpath: web
  313.  
  314. # The path were the /dynmapexp command exports OBJ ZIP files
  315. exportpath: export
  316.  
  317. # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
  318. # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
  319. #webserver-bindaddress: 149.202.151.89
  320.  
  321. # The TCP-port the webserver will listen on.
  322. webserver-port: 25575
  323.  
  324. # Maximum concurrent session on internal web server - limits resources used in Bukkit server
  325. max-sessions: 20
  326.  
  327. # Disables Webserver portion of Dynmap (Advanced users only)
  328. disable-webserver: false
  329.  
  330. # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
  331. allow-symlinks: true
  332.  
  333. # Enable login support
  334. login-enabled: false
  335. # Require login to access website (requires login-enabled: true)
  336. login-required: false
  337.  
  338. # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
  339. timesliceinterval: 0.0
  340.  
  341. # 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
  342. # 20220507/gm_family
  343. #maxchunkspertick: 200
  344. maxchunkspertick: 100
  345. # 20220507/gm_family
  346.  
  347. # Progress report interval for fullrender/radiusrender, in tiles.  Must be 100 or greater
  348. progressloginterval: 100
  349.  
  350. # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
  351. #   Note: setting this will result in much more intensive CPU use, some additional memory use.  Caution should be used when
  352. #  setting this to equal or exceed the number of physical cores on the system.
  353. parallelrendercnt: 4
  354.  
  355. # Interval the browser should poll for updates.
  356. updaterate: 2000
  357.  
  358. # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
  359. fullrenderplayerlimit: 1
  360. # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
  361. updateplayerlimit: 1
  362. # Target limit on server thread use - msec per tick
  363. per-tick-time-limit: 50
  364. # If TPS of server is below this setting, update renders processing is paused
  365. update-min-tps: 18.0
  366. # If TPS of server is below this setting, full/radius renders processing is paused
  367. fullrender-min-tps: 18.0
  368. # If TPS of server is below this setting, zoom out processing is paused
  369. zoomout-min-tps: 18.0
  370.  
  371. showplayerfacesinmenu: true
  372.  
  373. # Control whether players that are hidden or not on current map are grayed out (true=yes)
  374. grayplayerswhenhidden: true
  375.  
  376. # Use player permissions to order player list: first to last, players are ordered by first permission listed that they have
  377. # That is, anyone with first listed permission goes before anyone with second, etc, with users with none of the nodes going last
  378. player-sort-permission-nodes:
  379.  - bukkit.command.op
  380.  
  381. # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
  382. #sidebaropened: true
  383.  
  384. # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
  385. http-response-headers:
  386.     Access-Control-Allow-Origin: "terredeshorizons.com"
  387. #    X-Custom-Header-Of-Mine: "MyHeaderValue"
  388.  
  389. # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
  390. trusted-proxies:
  391.  - "89.234.177.67"
  392.   - "127.0.0.1"
  393.   - "0:0:0:0:0:0:0:1"
  394.  
  395. # Join/quit message format for web chat: set to "" to disable notice on web UI
  396. joinmessage: "%playername% joined"
  397. quitmessage: "%playername% quit"
  398.  
  399. spammessage: "You may only chat once every %interval% seconds."
  400. # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
  401. webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
  402.  
  403. # Control whether layer control is presented on the UI (default is true)
  404. showlayercontrol: true
  405.  
  406. # Enable checking for banned IPs via banned-ips.txt (internal web server only)
  407. check-banned-ips: true
  408.  
  409. # Default selection when map page is loaded
  410. defaultzoom: 0
  411. defaultworld: world
  412. defaultmap: flat
  413. # (optional) Zoom level and map to switch to when following a player, if possible
  414. #followzoom: 3
  415. #followmap: surface
  416.  
  417. # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
  418. persist-ids-by-ip: true
  419.  
  420. # If true, map text to cyrillic
  421. cyrillic-support: false
  422.  
  423. # If true, coordinates will be rounded
  424. round-coordinates: true
  425.  
  426. # Messages to customize
  427. msg:
  428.     maptypes: "Map Types"
  429.     players: "Players"
  430.     chatrequireslogin: "Chat Requires Login"
  431.     chatnotallowed: "You are not permitted to send chat messages"
  432.     hiddennamejoin: "Player joined"
  433.     hiddennamequit: "Player quit"
  434.  
  435. # URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
  436. url:
  437.    # configuration URL
  438.     #configuration: "up/configuration"
  439.     # update URL
  440.     #update: "up/world/{world}/{timestamp}"
  441.     # sendmessage URL
  442.     #sendmessage: "up/sendmessage"
  443.     # login URL
  444.     #login: "up/login"
  445.     # register URL
  446.     #register: "up/register"
  447.     # tiles base URL
  448.     #tiles: "tiles/"
  449.     # markers base URL
  450.     #markers: "tiles/"
  451.  
  452. # Customization commands - allows scripts to be run before/after certain events
  453. custom-commands:
  454.     image-updates:
  455.        # Command run just before any image file is written or updated: run with single parameter with fully qualified file name
  456.         preupdatecommand: ""
  457.         # Command run just after any image file is written or updated: run with single parameter with fully qualified file name
  458.         postupdatecommand: ""
  459.  
  460. # Snapshot cache size, in chunks
  461. snapshotcachesize: 500
  462. # Snapshot cache uses soft references (true), else weak references (false)
  463. soft-ref-cache: true
  464.  
  465. # Player enter/exit title messages for map markers
  466. #
  467. # Processing period - how often to check player positions vs markers - default is 1000ms (1 second)
  468. #enterexitperiod: 1000
  469. # Title message fade in time, in ticks (0.05 second intervals) - default is 10 (1/2 second)
  470. #titleFadeIn: 10
  471. # Title message stay time, in ticks (0.05 second intervals) - default is 70 (3.5 seconds)
  472. #titleStay: 70
  473. # Title message fade out time, in ticks (0.05 seocnd intervals) - default is 20 (1 second)
  474. #titleFadeOut: 20
  475. # Enter/exit messages use on screen titles (true - default), if false chat messages are sent instead
  476. #enterexitUseTitle: true
  477. # Set true if new enter messages should supercede pending exit messages (vs being queued in order), default false
  478. #enterReplacesExits: true
  479.  
  480. # Set to true to enable verbose startup messages - can help with debugging map configuration problems
  481. # Set to false for a much quieter startup log
  482. verbose: false
  483.  
  484. # Enables debugging.
  485. #debuggers:
  486. #  - class: org.dynmap.debug.LogDebugger
  487. # Debug: dump blocks missing render data
  488. dump-missing-blocks: false
  489.  
  490. # 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
  491. # 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,
  492. # 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
  493. # your worlds before running with this setting enabled (set to true)
  494. #
  495. #migrate-chunks: true
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