Advertisement
Guest User

Untitled

a guest
Jul 21st, 2018
286
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 18.70 KB | None | 0 0
  1. # All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/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: lowres
  17.  
  18. # Map storage scheme: only uncommoent 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' 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: dynmap
  34. #password: dynmap
  35. #prefix: ""
  36.  
  37. components:
  38. - class: org.dynmap.ClientConfigurationComponent
  39.  
  40. - class: org.dynmap.InternalClientUpdateComponent
  41. sendhealth: true
  42. sendposition: true
  43. allowwebchat: true
  44. webchat-interval: 5
  45. hidewebchatip: false
  46. trustclientname: false
  47. includehiddenplayers: false
  48. # (optional) if true, color codes in player display names are used
  49. use-name-colors: false
  50. # (optional) if true, player login IDs will be used for web chat when their IPs match
  51. use-player-login-ip: true
  52. # (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
  53. require-player-login-ip: false
  54. # (optional) block player login IDs that are banned from chatting
  55. block-banned-player-chat: true
  56. # Require login for web-to-server chat (requires login-enabled: true)
  57. webchat-requires-login: false
  58. # If set to true, users must have dynmap.webchat permission in order to chat
  59. webchat-permissions: false
  60. # Limit length of single chat messages
  61. chatlengthlimit: 256
  62. # # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
  63. # hideifshadow: 4
  64. # # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
  65. # hideifundercover: 14
  66. # # (Optional) if true, players that are crouching/sneaking will be hidden
  67. hideifsneaking: false
  68. # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
  69. protected-player-info: false
  70. # If true, hide players with invisibility potion effects active
  71. hide-if-invisiblity-potion: true
  72. # If true, player names are not shown on map, chat, list
  73. hidenames: false
  74. #- class: org.dynmap.JsonFileClientUpdateComponent
  75. # writeinterval: 1
  76. # sendhealth: true
  77. # sendposition: true
  78. # allowwebchat: true
  79. # webchat-interval: 5
  80. # hidewebchatip: false
  81. # includehiddenplayers: false
  82. # use-name-colors: false
  83. # use-player-login-ip: false
  84. # require-player-login-ip: false
  85. # block-banned-player-chat: true
  86. # hideifshadow: 0
  87. # hideifundercover: 0
  88. # hideifsneaking: false
  89. # # Require login for web-to-server chat (requires login-enabled: true)
  90. # webchat-requires-login: false
  91. # # If set to true, users must have dynmap.webchat permission in order to chat
  92. # webchat-permissions: false
  93. # # Limit length of single chat messages
  94. # chatlengthlimit: 256
  95. # hide-if-invisiblity-potion: true
  96. # hidenames: false
  97.  
  98. - class: org.dynmap.SimpleWebChatComponent
  99. allowchat: true
  100. # If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.
  101. allowurlname: false
  102.  
  103. # Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
  104. - class: org.dynmap.MarkersComponent
  105. type: markers
  106. showlabel: false
  107. enablesigns: false
  108. # Default marker set for sign markers
  109. default-sign-set: markers
  110. # (optional) add spawn point markers to standard marker layer
  111. showspawn: false
  112. spawnicon: world
  113. spawnlabel: "Spawn"
  114. # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
  115. showofflineplayers: false
  116. offlinelabel: "Offline"
  117. offlineicon: offlineuser
  118. offlinehidebydefault: true
  119. offlineminzoom: 0
  120. maxofflinetime: 30
  121. # (optional) layer for showing player's spawn beds
  122. showspawnbeds: false
  123. spawnbedlabel: "Spawn Beds"
  124. spawnbedicon: bed
  125. spawnbedhidebydefault: true
  126. spawnbedminzoom: 0
  127. spawnbedformat: "%name%'s bed"
  128.  
  129. - class: org.dynmap.ClientComponent
  130. type: chat
  131. allowurlname: false
  132. - class: org.dynmap.ClientComponent
  133. type: chatballoon
  134. focuschatballoons: false
  135. - class: org.dynmap.ClientComponent
  136. type: chatbox
  137. showplayerfaces: true
  138. messagettl: 5
  139. # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
  140. #scrollback: 100
  141. # Optiona; set maximum number of lines visible for chatbox
  142. #visiblelines: 10
  143. # Optional: send push button
  144. sendbutton: false
  145. - class: org.dynmap.ClientComponent
  146. type: playermarkers
  147. showplayerfaces: true
  148. showplayerhealth: true
  149. # If true, show player body too (only valid if showplayerfaces=true
  150. showplayerbody: false
  151. # Option to make player faces small - don't use with showplayerhealth
  152. smallplayerfaces: false
  153. # Optional - make player faces layer hidden by default
  154. hidebydefault: false
  155. # Optional - ordering priority in layer menu (low goes before high - default is 0)
  156. layerprio: 0
  157. # Optional - label for player marker layer (default is 'Players')
  158. label: "Players"
  159.  
  160. #- class: org.dynmap.ClientComponent
  161. # type: digitalclock
  162. - class: org.dynmap.ClientComponent
  163. type: link
  164.  
  165. - class: org.dynmap.ClientComponent
  166. type: timeofdayclock
  167. showdigitalclock: true
  168. #showweather: true
  169. # Mouse pointer world coordinate display
  170. - class: org.dynmap.ClientComponent
  171. type: coord
  172. label: "Location"
  173. hidey: false
  174. show-mcr: false
  175.  
  176. # Note: more than one logo component can be defined
  177. #- class: org.dynmap.ClientComponent
  178. # type: logo
  179. # text: "Dynmap"
  180. # #logourl: "images/block_surface.png"
  181. # linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
  182. # # Valid positions: top-left, top-right, bottom-left, bottom-right
  183. # position: bottom-right
  184.  
  185. #- class: org.dynmap.ClientComponent
  186. # type: inactive
  187. # timeout: 1800 # in seconds (1800 seconds = 30 minutes)
  188. # redirecturl: inactive.html
  189. # #showmessage: 'You were inactive for too long.'
  190.  
  191. #- class: org.dynmap.TestComponent
  192. # stuff: "This is some configuration-value"
  193.  
  194. # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
  195. display-whitelist: false
  196.  
  197. # How often a tile gets rendered (in seconds).
  198. renderinterval: 1
  199.  
  200. # How many tiles on update queue before accelerate render interval
  201. renderacceleratethreshold: 60
  202.  
  203. # How often to render tiles when backlog is above renderacceleratethreshold
  204. renderaccelerateinterval: 0.2
  205.  
  206. # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
  207. tiles-rendered-at-once: 2
  208.  
  209. # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
  210. # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
  211. # in more competition for CPU resources with other processes
  212. usenormalthreadpriority: true
  213.  
  214. # Save and restore pending tile renders - prevents their loss on server shutdown or /reload
  215. saverestorepending: true
  216.  
  217. # Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
  218. save-pending-period: 900
  219.  
  220. # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
  221. zoomoutperiod: 30
  222.  
  223. # Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
  224. initial-zoomout-validate: true
  225.  
  226. # Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering
  227. # of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can
  228. # also be set on individual worlds and individual maps.
  229. tileupdatedelay: 30
  230.  
  231. # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
  232. enabletilehash: true
  233.  
  234. # Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
  235. #hideores: true
  236.  
  237. # Optional - enabled BetterGrass style rendering of grass and snow block sides
  238. #better-grass: true
  239.  
  240. # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
  241. smooth-lighting: true
  242.  
  243. # Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
  244. # false=classic Dynmap lighting curve
  245. use-brightness-table: true
  246.  
  247. # Optional - render specific block IDs using the texures and models of another block ID: can be used to hide/disguise specific
  248. # blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
  249. block-id-alias:
  250. # "14": 1
  251. # "15": 1
  252. # "16": 1
  253.  
  254. # Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
  255. # Has no effect on maps with explicit format settings
  256. image-format: png
  257.  
  258. # use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
  259. # correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
  260. # transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
  261. use-generated-textures: true
  262. correct-water-lighting: true
  263. transparent-leaves: true
  264.  
  265. # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
  266. ctm-support: true
  267. # custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
  268. custom-colors-support: true
  269.  
  270. # Control loading of player faces (if set to false, skins are never fetched)
  271. #fetchskins: false
  272.  
  273. # Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
  274. #refreshskins: false
  275.  
  276. # Customize URL used for fetching player skins (%player% is macro for name)
  277. skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
  278.  
  279. # Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
  280. # default is 'newrose' (preserve pre-1.0 maps, rotate rose)
  281. # 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)
  282. compass-mode: newnorth
  283.  
  284. # Triggers for automatic updates : blockupdate-with-id is debug for breaking down updates by ID:meta
  285. # To disable, set just 'none' and comment/delete the rest
  286. render-triggers:
  287. - blockupdate
  288. #- blockupdate-with-id
  289. #- lightingupdate
  290. - chunkpopulate
  291. - chunkgenerate
  292. #- none
  293.  
  294. # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
  295. #webpage-title: "My Awesome Server Map"
  296.  
  297. # The path where the tile-files are placed.
  298. tilespath: web/tiles
  299.  
  300. # The path where the web-files are located.
  301. webpath: web
  302.  
  303. # The path were the /dynmapexp command exports OBJ ZIP files
  304. exportpath: export
  305.  
  306. # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
  307. # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
  308. #webserver-bindaddress: 192.99.182.8
  309.  
  310. # The TCP-port the webserver will listen on.
  311. webserver-port: 8100
  312.  
  313. # Maximum concurrent session on internal web server - limits resources used in Bukkit server
  314. max-sessions: 30
  315.  
  316. # Disables Webserver portion of Dynmap (Advanced users only)
  317. disable-webserver: false
  318.  
  319. # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
  320. allow-symlinks: true
  321.  
  322. # Enable login support
  323. login-enabled: false
  324. # Require login to access website (requires login-enabled: true)
  325. login-required: false
  326.  
  327. # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
  328. timesliceinterval: 0.0
  329.  
  330. # 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
  331. maxchunkspertick: 200
  332.  
  333. # Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
  334. progressloginterval: 100
  335.  
  336. # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
  337. # Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when
  338. # setting this to equal or exceed the number of physical cores on the system.
  339. #parallelrendercnt: 4
  340.  
  341. # Interval the browser should poll for updates.
  342. updaterate: 2000
  343.  
  344. # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
  345. fullrenderplayerlimit: 0
  346. # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
  347. updateplayerlimit: 0
  348. # Target limit on server thread use - msec per tick
  349. per-tick-time-limit: 50
  350. # If TPS of server is below this setting, update renders processing is paused
  351. update-min-tps: 18.0
  352. # If TPS of server is below this setting, full/radius renders processing is paused
  353. fullrender-min-tps: 18.0
  354. # If TPS of server is below this setting, zoom out processing is paused
  355. zoomout-min-tps: 18.0
  356.  
  357. showplayerfacesinmenu: true
  358.  
  359. # Control whether players that are hidden or not on current map are grayed out (true=yes)
  360. grayplayerswhenhidden: true
  361.  
  362. # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
  363. #sidebaropened: true
  364.  
  365. # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
  366. #http-response-headers:
  367. # Access-Control-Allow-Origin: "my-domain.com"
  368. # X-Custom-Header-Of-Mine: "MyHeaderValue"
  369.  
  370. # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
  371. trusted-proxies:
  372. - "127.0.0.1"
  373. - "0:0:0:0:0:0:0:1"
  374.  
  375. joinmessage: "%playername% joined"
  376. quitmessage: "%playername% quit"
  377. spammessage: "You may only chat once every %interval% seconds."
  378. # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
  379. webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
  380.  
  381. # Control whether layer control is presented on the UI (default is true)
  382. showlayercontrol: true
  383.  
  384. # Enable checking for banned IPs via banned-ips.txt (internal web server only)
  385. check-banned-ips: true
  386.  
  387. # Default selection when map page is loaded
  388. defaultzoom: 0
  389. defaultworld: world
  390. defaultmap: flat
  391. # (optional) Zoom level and map to switch to when following a player, if possible
  392. #followzoom: 3
  393. #followmap: surface
  394.  
  395. # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
  396. persist-ids-by-ip: true
  397.  
  398. # If true, map text to cyrillic
  399. cyrillic-support: false
  400.  
  401. # Messages to customize
  402. msg:
  403. maptypes: "Map Types"
  404. players: "Players"
  405. chatrequireslogin: "Chat Requires Login"
  406. chatnotallowed: "You are not permitted to send chat messages"
  407. hiddennamejoin: "Player joined"
  408. hiddennamequit: "Player quit"
  409.  
  410. # URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
  411. url:
  412. # configuration URL
  413. #configuration: "up/configuration"
  414. # update URL
  415. #update: "up/world/{world}/{timestamp}"
  416. # sendmessage URL
  417. #sendmessage: "up/sendmessage"
  418. # login URL
  419. #login: "up/login"
  420. # register URL
  421. #register: "up/register"
  422. # tiles base URL
  423. #tiles: "tiles/"
  424. # markers base URL
  425. #markers: "tiles/"
  426.  
  427. # Spout support controls
  428. spout:
  429. # If false, ignore spout even if detected
  430. enabled: true
  431. # If true, previously loaded textures will be assumed to still be valid (faster startup, but
  432. # can result in stale textures if originals are updated - delete files in texturepacks/standard/spoout
  433. # to clean cached textures and force reload on next startup)
  434. use-existing-textures: true
  435.  
  436. # Snapshot cache size, in chunks
  437. snapshotcachesize: 500
  438. # Snapshot cache uses soft references (true), else weak references (false)
  439. soft-ref-cache: true
  440.  
  441. # Set to true to enable verbose startup messages - can help with debugging map configuration problems
  442. # Set to false for a much quieter startup log
  443. verbose: false
  444.  
  445. # Enables debugging.
  446. #debuggers:
  447. # - class: org.dynmap.debug.LogDebugger
  448. # Debug: dump blocks missing render data
  449. dump-missing-blocks: false
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement