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  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: hires
  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: [removed]
  31.   port: 3306
  32.   database: dynmap_gtnh
  33.   userid: dynmap_gtnh_mc
  34.   password: [removed]
  35.   prefix: ""
  36.   flags: "?allowReconnect=true&autoReconnect=true"
  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: 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: true
  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.    
  130.   - class: org.dynmap.ClientComponent
  131.     type: chat
  132.     allowurlname: false
  133.   - class: org.dynmap.ClientComponent
  134.     type: chatballoon
  135.     focuschatballoons: false
  136.   - class: org.dynmap.ClientComponent
  137.     type: chatbox
  138.     showplayerfaces: true
  139.     messagettl: 5
  140.     # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
  141.     #scrollback: 100
  142.     # Optiona; set maximum number of lines visible for chatbox
  143.     #visiblelines: 10
  144.     # Optional: send push button
  145.     sendbutton: false
  146.   - class: org.dynmap.ClientComponent
  147.     type: playermarkers
  148.     showplayerfaces: true
  149.     showplayerhealth: true
  150.     # If true, show player body too (only valid if showplayerfaces=true
  151.     showplayerbody: false
  152.     # Option to make player faces small - don't use with showplayerhealth
  153.     smallplayerfaces: false
  154.     # Optional - make player faces layer hidden by default
  155.     hidebydefault: false
  156.     # Optional - ordering priority in layer menu (low goes before high - default is 0)
  157.     layerprio: 0
  158.     # Optional - label for player marker layer (default is 'Players')
  159.     label: "Players"
  160.    
  161.   #- class: org.dynmap.ClientComponent
  162.   #  type: digitalclock
  163.   - class: org.dynmap.ClientComponent
  164.     type: link
  165.    
  166.   - class: org.dynmap.ClientComponent
  167.     type: timeofdayclock
  168.     showdigitalclock: true
  169.     #showweather: true
  170.  
  171.   # Mouse pointer world coordinate display
  172.   - class: org.dynmap.ClientComponent
  173.     type: coord
  174.     label: "Location"
  175.     hidey: false
  176.     show-mcr: false
  177.  
  178.   # Configurable grid overlay
  179.   #- class: org.dynmap.ClientComponent
  180.   #  type: regiongrid
  181.   #  grids:
  182.   #    - title: "Grid - Chunks"
  183.   #      sizeInChunks: 1
  184.   #      color: "#FF0000"
  185.   #      weight: 1
  186.   #    - title: "Grid - Veins (3x3)"
  187.   #      sizeInChunks: 3
  188.   #      color: "#00FFFF"
  189.   #      weight: 2
  190.   #    - title: "Grid - Oilfields (8x8)"
  191.   #      sizeInChunks: 8
  192.   #      color: "#FFFF00"
  193.   #      weight: 3
  194.   #    - title: "Grid - Regions (32x32)"
  195.   #      sizeInChunks: 32
  196.   #      color: "#0000FF"
  197.   #      weight: 4
  198.  
  199.   # Note: more than one logo component can be defined
  200.   #- class: org.dynmap.ClientComponent
  201.   #  type: logo
  202.   #  text: "Dynmap"
  203.   #  #logourl: "images/block_surface.png"
  204.   #  linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
  205.   #  # Valid positions: top-left, top-right, bottom-left, bottom-right
  206.   #  position: bottom-right
  207.  
  208.   #- class: org.dynmap.ClientComponent
  209.   #  type: inactive
  210.   #  timeout: 1800 # in seconds (1800 seconds = 30 minutes)
  211.   #  redirecturl: inactive.html
  212.   #  #showmessage: 'You were inactive for too long.'
  213.  
  214.   #- class: org.dynmap.TestComponent
  215.   #  stuff: "This is some configuration-value"
  216.  
  217. # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
  218. display-whitelist: false
  219.  
  220. # How often a tile gets rendered (in seconds).
  221. renderinterval: 1
  222.  
  223. # How many tiles on update queue before accelerate render interval
  224. renderacceleratethreshold: 60
  225.  
  226. # How often to render tiles when backlog is above renderacceleratethreshold
  227. renderaccelerateinterval: 0.2
  228.  
  229. # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
  230. tiles-rendered-at-once: 2
  231.  
  232. # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
  233. # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
  234. # in more competition for CPU resources with other processes
  235. usenormalthreadpriority: true
  236.  
  237. # Save and restore pending tile renders - prevents their loss on server shutdown or /reload
  238. saverestorepending: true
  239.  
  240. # Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
  241. save-pending-period: 900
  242.  
  243. # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
  244. zoomoutperiod: 30
  245.  
  246. # Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
  247. initial-zoomout-validate: true
  248.  
  249. # Default delay on processing of updated tiles, in seconds.  This can reduce potentially expensive re-rendering
  250. # of frequently updated tiles (such as due to machines, pistons, quarries or other automation).  Values can
  251. # also be set on individual worlds and individual maps.
  252. tileupdatedelay: 30
  253.  
  254. # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
  255. enabletilehash: true
  256.  
  257. # Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
  258. #hideores: true
  259.  
  260. # Optional - enabled BetterGrass style rendering of grass and snow block sides
  261. #better-grass: true
  262.  
  263. # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
  264. smooth-lighting: true
  265.  
  266. # Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
  267. #   false=classic Dynmap lighting curve
  268. use-brightness-table: true
  269.  
  270. # Optional - render specific block IDs using the texures and models of another block ID: can be used to hide/disguise specific
  271. #  blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
  272. block-id-alias:
  273. #    "14": 1
  274. #    "15": 1
  275. #    "16": 1
  276.  
  277. # Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
  278. # Has no effect on maps with explicit format settings
  279. image-format: png
  280.  
  281. #  use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
  282. #  correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
  283. #  transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
  284. use-generated-textures: true
  285. correct-water-lighting: true
  286. transparent-leaves: true
  287.  
  288. # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
  289. ctm-support: true
  290. # custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
  291. custom-colors-support: true
  292.  
  293. # Control loading of player faces (if set to false, skins are never fetched)
  294. #fetchskins: false
  295.  
  296. # Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
  297. #refreshskins: false
  298.  
  299. # Customize URL used for fetching player skins (%player% is macro for name)
  300. skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
  301.  
  302. # Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
  303. #   default is 'newrose' (preserve pre-1.0 maps, rotate rose)
  304. #   'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)
  305. compass-mode: newnorth
  306.  
  307. # Triggers for automatic updates : blockupdate-with-id is debug for breaking down updates by ID:meta
  308. # To disable, set just 'none' and comment/delete the rest
  309. render-triggers:
  310.  - blockupdate
  311.   #- blockupdate-with-id
  312.   #- lightingupdate
  313.   - chunkpopulate
  314.   - chunkgenerate
  315.   #- none
  316.  
  317. # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
  318. #webpage-title: "My Awesome Server Map"
  319.  
  320. # The path where the tile-files are placed.
  321. tilespath: web/tiles
  322.  
  323. # The path where the web-files are located.
  324. webpath: web
  325.  
  326. # The path were the /dynmapexp command exports OBJ ZIP files
  327. exportpath: export
  328.  
  329. # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
  330. # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
  331. #webserver-bindaddress: 0.0.0.0
  332.  
  333. # The TCP-port the webserver will listen on.
  334. webserver-port: 8123
  335.  
  336. # Maximum concurrent session on internal web server - limits resources used in Bukkit server
  337. max-sessions: 30
  338.  
  339. # Disables Webserver portion of Dynmap (Advanced users only)
  340. disable-webserver: true
  341.  
  342. # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
  343. allow-symlinks: true
  344.  
  345. # Enable login support
  346. login-enabled: false
  347. # Require login to access website (requires login-enabled: true)
  348. login-required: false
  349.  
  350. # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
  351. timesliceinterval: 0.0
  352.  
  353. # 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
  354. maxchunkspertick: 200
  355.  
  356. # Progress report interval for fullrender/radiusrender, in tiles.  Must be 100 or greater
  357. progressloginterval: 100
  358.  
  359. # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
  360. #   Note: setting this will result in much more intensive CPU use, some additional memory use.  Caution should be used when
  361. #  setting this to equal or exceed the number of physical cores on the system.
  362. #parallelrendercnt: 4
  363.  
  364. # Interval the browser should poll for updates.
  365. updaterate: 2000
  366.  
  367. # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
  368. fullrenderplayerlimit: 0
  369. # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
  370. updateplayerlimit: 0
  371. # Target limit on server thread use - msec per tick
  372. per-tick-time-limit: 50
  373. # If TPS of server is below this setting, update renders processing is paused
  374. update-min-tps: 18.0
  375. # If TPS of server is below this setting, full/radius renders processing is paused
  376. fullrender-min-tps: 18.0
  377. # If TPS of server is below this setting, zoom out processing is paused
  378. zoomout-min-tps: 18.0
  379.  
  380. showplayerfacesinmenu: true
  381.  
  382. # Control whether players that are hidden or not on current map are grayed out (true=yes)
  383. grayplayerswhenhidden: true
  384.  
  385. # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
  386. #sidebaropened: true
  387.  
  388. # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
  389. #http-response-headers:
  390. #    Access-Control-Allow-Origin: "my-domain.com"
  391. #    X-Custom-Header-Of-Mine: "MyHeaderValue"
  392.  
  393. # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
  394. trusted-proxies:
  395.  - "127.0.0.1"
  396.   - "0:0:0:0:0:0:0:1"
  397.  
  398. joinmessage: "%playername% joined"
  399. quitmessage: "%playername% quit"
  400. spammessage: "You may only chat once every %interval% seconds."
  401. # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
  402. webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
  403.  
  404. # Control whether layer control is presented on the UI (default is true)
  405. showlayercontrol: true
  406.  
  407. # Enable checking for banned IPs via banned-ips.txt (internal web server only)
  408. check-banned-ips: true
  409.  
  410. # Default selection when map page is loaded
  411. defaultzoom: 0
  412. defaultworld: world
  413. defaultmap: flat
  414. # (optional) Zoom level and map to switch to when following a player, if possible
  415. #followzoom: 3
  416. #followmap: surface
  417.  
  418. # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
  419. persist-ids-by-ip: true
  420.  
  421. # If true, map text to cyrillic
  422. cyrillic-support: false
  423.  
  424. # Messages to customize
  425. msg:
  426.     maptypes: "Map Types"
  427.     players: "Players"
  428.     chatrequireslogin: "Chat Requires Login"
  429.     chatnotallowed: "You are not permitted to send chat messages"
  430.     hiddennamejoin: "Player joined"
  431.     hiddennamequit: "Player quit"
  432.  
  433. # URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
  434. url:
  435.    # configuration URL
  436.     configuration: "standalone/MySQL_configuration.php"
  437.     # update URL
  438.     update: "standalone/MySQL_update.php?world={world}&ts={timestamp}"
  439.     # sendmessage URL
  440.     sendmessage: "standalone/MySQL_sendmessage.php"
  441.     # login URL
  442.     login: "standalone/MySQL_login.php"
  443.     # register URL
  444.     register: "standalone/MySQL_register.php"
  445.     # tiles base URL
  446.     tiles: "standalone/MySQL_tiles.php?tile="
  447.     # markers base URL
  448.     markers: "standalone/MySQL_markers.php?marker="
  449.  
  450.     # configuration URL
  451.     #configuration: "up/configuration"
  452.     # update URL
  453.     #update: "up/world/{world}/{timestamp}"
  454.     # sendmessage URL
  455.     #sendmessage: "up/sendmessage"
  456.     # login URL
  457.     #login: "up/login"
  458.     # register URL
  459.     #register: "up/register"
  460.     # tiles base URL
  461.     #tiles: "tiles/"
  462.     # markers base URL
  463.     #markers: "tiles/"
  464.    
  465. # Spout support controls
  466. spout:
  467.    # If false, ignore spout even if detected
  468.     enabled: true
  469.     # If true, previously loaded textures will be assumed to still be valid (faster startup, but
  470.     # can result in stale textures if originals are updated - delete files in texturepacks/standard/spoout
  471.     # to clean cached textures and force reload on next startup)
  472.     use-existing-textures: true
  473.  
  474. # Snapshot cache size, in chunks
  475. snapshotcachesize: 500
  476. # Snapshot cache uses soft references (true), else weak references (false)
  477. soft-ref-cache: true
  478.    
  479. # Set to true to enable verbose startup messages - can help with debugging map configuration problems
  480. # Set to false for a much quieter startup log
  481. verbose: false
  482.  
  483. # Enables debugging.
  484. #debuggers:
  485. #  - class: org.dynmap.debug.LogDebugger
  486. # Debug: dump blocks missing render data
  487. dump-missing-blocks: false
  488.  
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