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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 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: 5
  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: true
  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://s3.amazonaws.com/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. render-triggers:
  285.  #- playermove
  286.   #- playerjoin
  287.   - blockplaced
  288.   - blockbreak
  289.   - leavesdecay
  290.   - blockburn
  291.   - chunkgenerated
  292.   - blockformed
  293.   - blockfaded
  294.   - blockspread
  295.   - pistonmoved
  296.   - explosion
  297.   #- blockfromto
  298.   #- blockphysics
  299.   - structuregrow
  300.   - blockgrow
  301.   #- blockredstone
  302.  
  303. # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
  304. #webpage-title: "My Awesome Server Map"
  305.  
  306. # The path where the tile-files are placed.
  307. tilespath: web/tiles
  308.  
  309. # The path where the web-files are located.
  310. webpath: web
  311.  
  312. # The path were the /dynmapexp command exports OBJ ZIP files
  313. exportpath: export
  314.  
  315. # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
  316. # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
  317. #webserver-bindaddress: 0.0.0.0
  318.  
  319. # The TCP-port the webserver will listen on.
  320. webserver-port: 8126
  321.  
  322. # Maximum concurrent session on internal web server - limits resources used in Bukkit server
  323. max-sessions: 30
  324.  
  325. # Disables Webserver portion of Dynmap (Advanced users only)
  326. disable-webserver: false
  327.  
  328. # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
  329. allow-symlinks: true
  330.  
  331. # Enable login support
  332. login-enabled: false
  333. # Require login to access website (requires login-enabled: true)
  334. login-required: false
  335.  
  336. # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
  337. timesliceinterval: 0.0
  338.  
  339. # 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
  340. maxchunkspertick: 200
  341.  
  342. # Progress report interval for fullrender/radiusrender, in tiles.  Must be 100 or greater
  343. progressloginterval: 100
  344.  
  345. # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
  346. #   Note: setting this will result in much more intensive CPU use, some additional memory use.  Caution should be used when
  347. #  setting this to equal or exceed the number of physical cores on the system.
  348. #parallelrendercnt: 4
  349.  
  350. # Interval the browser should poll for updates.
  351. updaterate: 2000
  352.  
  353. # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
  354. fullrenderplayerlimit: 0
  355. # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
  356. updateplayerlimit: 0
  357. # Target limit on server thread use - msec per tick
  358. per-tick-time-limit: 50
  359. # If TPS of server is below this setting, update renders processing is paused
  360. update-min-tps: 18.0
  361. # If TPS of server is below this setting, full/radius renders processing is paused
  362. fullrender-min-tps: 18.0
  363. # If TPS of server is below this setting, zoom out processing is paused
  364. zoomout-min-tps: 18.0
  365.  
  366. showplayerfacesinmenu: true
  367.  
  368. # Control whether players that are hidden or not on current map are grayed out (true=yes)
  369. grayplayerswhenhidden: true
  370.  
  371. # Use player permissions to order player list: first to last, players are ordered by first permission listed that they have
  372. # That is, anyone with first listed permission goes before anyone with second, etc, with users with none of the nodes going last
  373. player-sort-permission-nodes:
  374.  - bukkit.command.op
  375.  
  376. # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
  377. #sidebaropened: true
  378.  
  379. # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
  380. #http-response-headers:
  381. #    Access-Control-Allow-Origin: "my-domain.com"
  382. #    X-Custom-Header-Of-Mine: "MyHeaderValue"
  383.  
  384. # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
  385. trusted-proxies:
  386.  - "127.0.0.1"
  387.   - "0:0:0:0:0:0:0:1"
  388.  
  389. # Join/quit message format for web chat: set to "" to disable notice on web UI
  390. joinmessage: "%playername% joined"
  391. quitmessage: "%playername% quit"
  392.  
  393. spammessage: "You may only chat once every %interval% seconds."
  394. # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
  395. webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
  396.  
  397. # Control whether layer control is presented on the UI (default is true)
  398. showlayercontrol: true
  399.  
  400. # Enable checking for banned IPs via banned-ips.txt (internal web server only)
  401. check-banned-ips: true
  402.  
  403. # Default selection when map page is loaded
  404. defaultzoom: 0
  405. defaultworld: world
  406. defaultmap: flat
  407. # (optional) Zoom level and map to switch to when following a player, if possible
  408. #followzoom: 3
  409. #followmap: surface
  410.  
  411. # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
  412. persist-ids-by-ip: true
  413.  
  414. # If true, map text to cyrillic
  415. cyrillic-support: false
  416.  
  417. # If true, coordinates will be rounded
  418. round-coordinates: true
  419.  
  420. # Messages to customize
  421. msg:
  422.     maptypes: "Map Types"
  423.     players: "Players"
  424.     chatrequireslogin: "Chat Requires Login"
  425.     chatnotallowed: "You are not permitted to send chat messages"
  426.     hiddennamejoin: "Player joined"
  427.     hiddennamequit: "Player quit"
  428.  
  429. # URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
  430. url:
  431.    # configuration URL
  432.     #configuration: "up/configuration"
  433.     # update URL
  434.     #update: "up/world/{world}/{timestamp}"
  435.     # sendmessage URL
  436.     #sendmessage: "up/sendmessage"
  437.     # login URL
  438.     #login: "up/login"
  439.     # register URL
  440.     #register: "up/register"
  441.     # tiles base URL
  442.     #tiles: "tiles/"
  443.     # markers base URL
  444.     #markers: "tiles/"
  445.    
  446. # Spout support controls
  447. spout:
  448.    # If false, ignore spout even if detected
  449.     enabled: true
  450.     # If true, previously loaded textures will be assumed to still be valid (faster startup, but
  451.     # can result in stale textures if originals are updated - delete files in texturepacks/standard/spoout
  452.     # to clean cached textures and force reload on next startup)
  453.     use-existing-textures: true
  454.    
  455. # Customization commands - allows scripts to be run before/after certain events
  456. custom-commands:
  457.     image-updates:
  458.        # Command run just before any image file is written or updated: run with single parameter with fully qualified file name
  459.         preupdatecommand: ""
  460.         # Command run just after any image file is written or updated: run with single parameter with fully qualified file name
  461.         postupdatecommand: ""
  462.  
  463. # Snapshot cache size, in chunks
  464. snapshotcachesize: 500
  465. # Snapshot cache uses soft references (true), else weak references (false)
  466. soft-ref-cache: true
  467.        
  468. # Set to true to enable verbose startup messages - can help with debugging map configuration problems
  469. # Set to false for a much quieter startup log
  470. verbose: false
  471.  
  472. # Enables debugging.
  473. #debuggers:
  474. #  - class: org.dynmap.debug.LogDebugger
  475. # Debug: dump blocks missing render data
  476. dump-missing-blocks: false
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