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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. # Set default tile scale (0 = 128px x 128x, 1 = 256px x 256px, 2 = 512px x 512px, 3 = 1024px x 1024px, 4 = 2048px x 2048px) - 0 is default
  19. # Note: changing this value will result in all maps that use the default value being required to be fully rendered
  20. #defaulttilescale: 0
  21.  
  22. # Map storage scheme: only uncomment one 'type' value
  23. # filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting
  24. # sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory)
  25. # mysql: MySQL database, at hostname:port in database, accessed via userid with password
  26. # mariadb: MariaDB database, at hostname:port in database, accessed via userid with password
  27. # postgres: PostgreSQL database, at hostname:port in database, accessed via userid with password
  28. storage:
  29. # Filetree storage (standard tree of image files for maps)
  30. #type: filetree
  31. # SQLite db for map storage (uses dbfile as storage location)
  32. #type: sqlite
  33. #dbfile: dynmap.db
  34. # MySQL DB for map storage (at 'hostname':'port' with flags "flags" in database 'database' using user 'userid' password 'password' and table prefix 'prefix')
  35. type: mysql
  36. hostname: [HIDDEN]
  37. port: 3306
  38. database: ces_webmap_db
  39. userid: master
  40. password: [HIDDEN]
  41. prefix: "dmap"
  42. flags: "?allowReconnect=true&autoReconnect=true"
  43. #
  44. # AWS S3 backet web site
  45. #type: aws_s3
  46. #bucketname: "dynmap-bucket-name"
  47. #region: us-east-1
  48. #aws_access_key_id: "<aws-access-key-id>"
  49. #aws_secret_access_key: "<aws-secret-access-key>"
  50.  
  51. components:
  52. - class: org.dynmap.ClientConfigurationComponent
  53.  
  54. - class: org.dynmap.InternalClientUpdateComponent
  55. sendhealth: true
  56. sendposition: true
  57. allowwebchat: true
  58. webchat-interval: 5
  59. hidewebchatip: false
  60. trustclientname: false
  61. includehiddenplayers: false
  62. # (optional) if true, color codes in player display names are used
  63. use-name-colors: false
  64. # (optional) if true, player login IDs will be used for web chat when their IPs match
  65. use-player-login-ip: true
  66. # (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
  67. require-player-login-ip: false
  68. # (optional) block player login IDs that are banned from chatting
  69. block-banned-player-chat: true
  70. # Require login for web-to-server chat (requires login-enabled: true)
  71. webchat-requires-login: false
  72. # If set to true, users must have dynmap.webchat permission in order to chat
  73. webchat-permissions: false
  74. # Limit length of single chat messages
  75. chatlengthlimit: 256
  76. # # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
  77. # hideifshadow: 4
  78. # # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
  79. # hideifundercover: 14
  80. # # (Optional) if true, players that are crouching/sneaking will be hidden
  81. hideifsneaking: false
  82. # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
  83. protected-player-info: false
  84. # If true, hide players with invisibility potion effects active
  85. hide-if-invisiblity-potion: true
  86. # If true, player names are not shown on map, chat, list
  87. hidenames: false
  88. #- class: org.dynmap.JsonFileClientUpdateComponent
  89. # writeinterval: 1
  90. # sendhealth: true
  91. # sendposition: true
  92. # allowwebchat: true
  93. # webchat-interval: 5
  94. # hidewebchatip: false
  95. # includehiddenplayers: false
  96. # use-name-colors: false
  97. # use-player-login-ip: false
  98. # require-player-login-ip: false
  99. # block-banned-player-chat: true
  100. # hideifshadow: 0
  101. # hideifundercover: 0
  102. # hideifsneaking: false
  103. # # Require login for web-to-server chat (requires login-enabled: true)
  104. # webchat-requires-login: false
  105. # # If set to true, users must have dynmap.webchat permission in order to chat
  106. # webchat-permissions: false
  107. # # Limit length of single chat messages
  108. # chatlengthlimit: 256
  109. # hide-if-invisiblity-potion: true
  110. # hidenames: false
  111.  
  112.  
  113. # Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
  114. - class: org.dynmap.MarkersComponent
  115. type: markers
  116. showlabel: false
  117. enablesigns: false
  118. # Default marker set for sign markers
  119. default-sign-set: markers
  120. # (optional) add spawn point markers to standard marker layer
  121. showspawn: false
  122. spawnicon: world
  123. spawnlabel: "Spawn"
  124. # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
  125. showofflineplayers: false
  126. offlinelabel: "Offline"
  127. offlineicon: offlineuser
  128. offlinehidebydefault: true
  129. offlineminzoom: 0
  130. maxofflinetime: 30
  131. # (optional) layer for showing player's spawn beds
  132. showspawnbeds: false
  133. spawnbedlabel: "Spawn Beds"
  134. spawnbedicon: bed
  135. spawnbedhidebydefault: true
  136. spawnbedminzoom: 0
  137. spawnbedformat: "%name%'s bed"
  138. # (optional) show world border (vanilla 1.8+)
  139. showworldborder: true
  140. worldborderlabel: "Border"
  141.  
  142. - class: org.dynmap.ClientComponent
  143. type: playermarkers
  144. showplayerfaces: true
  145. showplayerhealth: true
  146. # If true, show player body too (only valid if showplayerfaces=true)
  147. showplayerbody: false
  148. # Option to make player faces small - don't use with showplayerhealth or largeplayerfaces
  149. smallplayerfaces: false
  150. # Option to make player faces larger - don't use with showplayerhealth or smallplayerfaces
  151. largeplayerfaces: false
  152. # Optional - make player faces layer hidden by default
  153. hidebydefault: false
  154. # Optional - ordering priority in layer menu (low goes before high - default is 0)
  155. layerprio: 0
  156. # Optional - label for player marker layer (default is 'Players')
  157. label: "Jucători"
  158.  
  159. #- class: org.dynmap.ClientComponent
  160. # type: digitalclock
  161. - class: org.dynmap.ClientComponent
  162. type: link
  163.  
  164. - class: org.dynmap.ClientComponent
  165. type: timeofdayclock
  166. showdigitalclock: true
  167. showweather: true
  168. # Mouse pointer world coordinate display
  169. - class: org.dynmap.ClientComponent
  170. type: coord
  171. label: "Coordonate"
  172. hidey: false
  173. show-mcr: false
  174. show-chunk: 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: 0.001
  205. #renderaccelerateinterval: .001
  206.  
  207. # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
  208. tiles-rendered-at-once: 10
  209. #tiles-rendered-at-once: 10
  210.  
  211. # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
  212. # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
  213. # in more competition for CPU resources with other processes
  214. usenormalthreadpriority: true
  215.  
  216. # Save and restore pending tile renders - prevents their loss on server shutdown or /reload
  217. saverestorepending: true
  218.  
  219. # Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
  220. save-pending-period: 900
  221.  
  222. # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
  223. zoomoutperiod: 30
  224.  
  225. # Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
  226. initial-zoomout-validate: true
  227.  
  228. # Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering
  229. # of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can
  230. # also be set on individual worlds and individual maps.
  231. tileupdatedelay: 30
  232.  
  233. # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
  234. enabletilehash: true
  235.  
  236. # Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
  237. #hideores: true
  238.  
  239. # Optional - enabled BetterGrass style rendering of grass and snow block sides
  240. #better-grass: true
  241.  
  242. # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
  243. smooth-lighting: true
  244.  
  245. # Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
  246. # false=classic Dynmap lighting curve
  247. use-brightness-table: true
  248.  
  249. # Optional - render specific block names using the textures and models of another block name: can be used to hide/disguise specific
  250. # blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
  251. block-alias:
  252. # "minecraft:quartz_ore": "stone"
  253. # "diamond_ore": "coal_ore"
  254.  
  255. # 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, webp-l),
  256. # Note: any webp format requires the presence of the 'webp command line tools' (cwebp, dwebp) (https://developers.google.com/speed/webp/download)
  257. #
  258. # Has no effect on maps with explicit format settings
  259. image-format: jpg-q90
  260.  
  261. # 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
  262. # For Windows, include .exe
  263. #
  264. #cwebpPath: /usr/bin/cwebp
  265. #dwebpPath: /usr/bin/dwebp
  266.  
  267. # use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
  268. # correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
  269. # transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
  270. use-generated-textures: true
  271. correct-water-lighting: true
  272. transparent-leaves: true
  273.  
  274. # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
  275. ctm-support: true
  276. # custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
  277. custom-colors-support: true
  278.  
  279. # Control loading of player faces (if set to false, skins are never fetched)
  280. #fetchskins: false
  281.  
  282. # Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
  283. #refreshskins: false
  284.  
  285. # Customize URL used for fetching player skins (%player% is macro for name, %uuid% for UUID)
  286. skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
  287.  
  288. # Enable skins via SkinsRestorer plugin instead of internal legacy implementation (disabled by default)
  289. skinsrestorer-integration: false
  290.  
  291. render-triggers:
  292. #- playermove
  293. #- playerjoin
  294. - blockplaced
  295. - blockbreak
  296. - leavesdecay
  297. - blockburn
  298. - chunkgenerated
  299. - blockformed
  300. - blockfaded
  301. - blockspread
  302. - pistonmoved
  303. - explosion
  304. #- blockfromto
  305. #- blockphysics
  306. - structuregrow
  307. - blockgrow
  308. #- blockredstone
  309.  
  310. # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
  311. #webpage-title: "My Awesome Server Map"
  312.  
  313. # The path where the tile-files are placed.
  314. tilespath: web/tiles
  315.  
  316. # The path where the web-files are located.
  317. webpath: web
  318.  
  319. # If set to false, disable extraction of webpath content (good if using custom web UI or 3rd party web UI)
  320. # Note: web interface is unsupported in this configuration - you're on your own
  321. update-webpath-files: true
  322.  
  323. # The path were the /dynmapexp command exports OBJ ZIP files
  324. exportpath: export
  325.  
  326. # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
  327. # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
  328. #webserver-bindaddress: 0.0.0.0
  329.  
  330. # The TCP-port the webserver will listen on.
  331. webserver-port: 8123
  332.  
  333. # Maximum concurrent session on internal web server - limits resources used in Bukkit server
  334. max-sessions: 30
  335.  
  336. # Disables Webserver portion of Dynmap (Advanced users only)
  337. disable-webserver: false
  338.  
  339. # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
  340. allow-symlinks: true
  341.  
  342. # Enable login support
  343. login-enabled: false
  344. # Require login to access website (requires login-enabled: true)
  345. login-required: false
  346.  
  347. # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
  348. timesliceinterval: 0.0
  349.  
  350. # 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
  351. maxchunkspertick: 400
  352. #maxchunkspertick: 400
  353.  
  354. # Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
  355. progressloginterval: 100
  356.  
  357. # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
  358. # Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when
  359. # setting this to equal or exceed the number of physical cores on the system.
  360. parallelrendercnt: 8
  361. #parallelrendercnt: 10
  362.  
  363. # Interval the browser should poll for updates.
  364. updaterate: 2000
  365.  
  366. # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
  367. fullrenderplayerlimit: 0
  368. # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
  369. updateplayerlimit: 0
  370. # Target limit on server thread use - msec per tick
  371. per-tick-time-limit: 200
  372. #per-tick-time-limit: 200
  373.  
  374. # If TPS of server is below this setting, update renders processing is paused
  375. update-min-tps: 18.0
  376. # If TPS of server is below this setting, full/radius renders processing is paused
  377. fullrender-min-tps: 5.0
  378. #fullrender-min-tps: 5
  379. # If TPS of server is below this setting, zoom out processing is paused
  380. zoomout-min-tps: 18.0
  381.  
  382. showplayerfacesinmenu: true
  383.  
  384. # Control whether players that are hidden or not on current map are grayed out (true=yes)
  385. grayplayerswhenhidden: true
  386.  
  387. # Use player permissions to order player list: first to last, players are ordered by first permission listed that they have
  388. # That is, anyone with first listed permission goes before anyone with second, etc, with users with none of the nodes going last
  389. player-sort-permission-nodes:
  390. - bukkit.command.op
  391.  
  392. # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
  393. #sidebaropened: true
  394.  
  395. # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
  396. #http-response-headers:
  397. # Access-Control-Allow-Origin: "my-domain.com"
  398. # X-Custom-Header-Of-Mine: "MyHeaderValue"
  399.  
  400. # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
  401. # This now supports both IP address, and subnet ranges (e.g. 192.168.1.0/24 or 202.24.0.0/14 )
  402. trusted-proxies:
  403. - "127.0.0.1"
  404. - "0:0:0:0:0:0:0:1"
  405.  
  406. # Join/quit message format for web chat: set to "" to disable notice on web UI
  407. joinmessage: "%playername% joined"
  408. quitmessage: "%playername% quit"
  409.  
  410. spammessage: "You may only chat once every %interval% seconds."
  411. # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
  412. webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
  413.  
  414. # Control whether layer control is presented on the UI (default is true)
  415. showlayercontrol: true
  416.  
  417. # Enable checking for banned IPs via banned-ips.txt (internal web server only)
  418. check-banned-ips: true
  419.  
  420. # Default selection when map page is loaded
  421. defaultzoom: 0
  422. defaultworld: world
  423. defaultmap: flat
  424. # (optional) Zoom level and map to switch to when following a player, if possible
  425. #followzoom: 3
  426. #followmap: surface
  427.  
  428. # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
  429. persist-ids-by-ip: true
  430.  
  431. # If true, map text to cyrillic
  432. cyrillic-support: false
  433.  
  434. # If true, coordinates will be rounded
  435. round-coordinates: true
  436.  
  437. # Messages to customize
  438. msg:
  439. maptypes: "Hartă"
  440. players: "Jucători"
  441. chatrequireslogin: "Chat Requires Login"
  442. chatnotallowed: "You are not permitted to send chat messages"
  443. hiddennamejoin: "Player joined"
  444. hiddennamequit: "Player quit"
  445.  
  446. # URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
  447. url:
  448. # configuration URL
  449. #configuration: "up/configuration"
  450. # update URL
  451. #update: "up/world/{world}/{timestamp}"
  452. # sendmessage URL
  453. #sendmessage: "up/sendmessage"
  454. # login URL
  455. #login: "up/login"
  456. # register URL
  457. #register: "up/register"
  458. # tiles base URL
  459. #tiles: "tiles/"
  460. # markers base URL
  461. #markers: "tiles/"
  462.  
  463. # Customization commands - allows scripts to be run before/after certain events
  464. custom-commands:
  465. image-updates:
  466. # Command run just before any image file is written or updated: run with single parameter with fully qualified file name
  467. preupdatecommand: ""
  468. # Command run just after any image file is written or updated: run with single parameter with fully qualified file name
  469. postupdatecommand: ""
  470.  
  471. # Snapshot cache size, in chunks
  472. snapshotcachesize: 500
  473. # Snapshot cache uses soft references (true), else weak references (false)
  474. soft-ref-cache: true
  475.  
  476. # Player enter/exit title messages for map markers
  477. #
  478. # Processing period - how often to check player positions vs markers - default is 1000ms (1 second)
  479. #enterexitperiod: 1000
  480. # Title message fade in time, in ticks (0.05 second intervals) - default is 10 (1/2 second)
  481. #titleFadeIn: 10
  482. # Title message stay time, in ticks (0.05 second intervals) - default is 70 (3.5 seconds)
  483. #titleStay: 70
  484. # Title message fade out time, in ticks (0.05 seocnd intervals) - default is 20 (1 second)
  485. #titleFadeOut: 20
  486. # Enter/exit messages use on screen titles (true - default), if false chat messages are sent instead
  487. #enterexitUseTitle: true
  488. # Set true if new enter messages should supercede pending exit messages (vs being queued in order), default false
  489. #enterReplacesExits: true
  490.  
  491. # Published public URL for Dynmap server (allows users to use 'dynmap url' command to get public URL usable to access server
  492. # If not set, 'dynmap url' will not return anything. URL should be fully qualified (e.g. https://mc.westeroscraft.com/)
  493. #publicURL: http://my.greatserver.com/dynmap
  494.  
  495. # Send this message if the player does not have permission to use the command
  496. noPermissionMsg: "You don't have permission to use this command!"
  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.  
  515. # Log4J defense: string substituted for attempts to use macros in web chat
  516. hackAttemptBlurb: "(IaM5uchA1337Haxr-Ban Me!)"
  517.  
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