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Mar 25th, 2021
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  1. # All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/
  2.  
  3. # All map templates are defined in the templates directory
  4. # To use the HDMap very-low-res (2 ppb) map templates as world defaults, set value to vlowres
  5. # The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and the_end-vlowres.txt
  6. # To use the HDMap low-res (4 ppb) map templates as world defaults, set value to lowres
  7. # The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and the_end-lowres.txt
  8. # To use the HDMap hi-res (16 ppb) map templates (these can take a VERY long time for initial fullrender), set value to hires
  9. # The definitions of these templates are in normal-hires.txt, nether-hires.txt, and the_end-hires.txt
  10. # To use the HDMap low-res (4 ppb) map templates, with support for boosting resolution selectively to hi-res (16 ppb), set value to low_boost_hi
  11. # The definitions of these templates are in normal-low_boost_hi.txt, nether-low_boost_hi.txt, and the_end-low_boost_hi.txt
  12. # To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to vhi-res (32 ppb), set value to hi_boost_vhi
  13. # The definitions of these templates are in normal-hi_boost_vhi.txt, nether-hi_boost_vhi.txt, and the_end-hi_boost_vhi.txt
  14. # To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to xhi-res (64 ppb), set value to hi_boost_xhi
  15. # The definitions of these templates are in normal-hi_boost_xhi.txt, nether-hi_boost_xhi.txt, and the_end-hi_boost_xhi.txt
  16. deftemplatesuffix: hires
  17.  
  18. # Map storage scheme: only uncomment one 'type' value
  19. # filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting
  20. # sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory)
  21. # mysql: MySQL database, at hostname:port in database, accessed via userid with password
  22. # mariadb: MariaDB database, at hostname:port in database, accessed via userid with password
  23. # postgres: PostgreSQL database, at hostname:port in database, accessed via userid with password
  24. storage:
  25. # Filetree storage (standard tree of image files for maps)
  26. #type: filetree
  27. # SQLite db for map storage (uses dbfile as storage location)
  28. #type: sqlite
  29. #dbfile: dynmap.db
  30. # MySQL DB for map storage (at 'hostname':'port' with flags "flags" in database 'database' using user 'userid' password 'password' and table prefix 'prefix')
  31. type: mysql
  32. hostname:
  33. port: 3306
  34. database:
  35. userid:
  36. password:
  37. #prefix: ""
  38. flags: "?allowReconnect=true"
  39.  
  40. components:
  41. - class: org.dynmap.ClientConfigurationComponent
  42.  
  43. # - class: org.dynmap.InternalClientUpdateComponent
  44. #sendhealth: true
  45. #sendposition: true
  46. #allowwebchat: true
  47. #webchat-interval: 5
  48. #hidewebchatip: false
  49. #trustclientname: false
  50. #includehiddenplayers: false
  51. # (optional) if true, color codes in player display names are used
  52. #use-name-colors: false
  53. # (optional) if true, player login IDs will be used for web chat when their IPs match
  54. #use-player-login-ip: true
  55. # (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
  56. #require-player-login-ip: false
  57. # (optional) block player login IDs that are banned from chatting
  58. #block-banned-player-chat: true
  59. # Require login for web-to-server chat (requires login-enabled: true)
  60. #webchat-requires-login: false
  61. # If set to true, users must have dynmap.webchat permission in order to chat
  62. #webchat-permissions: false
  63. # Limit length of single chat messages
  64. #chatlengthlimit: 256
  65. # # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
  66. # hideifshadow: 4
  67. # # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
  68. # hideifundercover: 14
  69. # # (Optional) if true, players that are crouching/sneaking will be hidden
  70. #hideifsneaking: false
  71. # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
  72. #protected-player-info: false
  73. # If true, hide players with invisibility potion effects active
  74. #hide-if-invisiblity-potion: true
  75. # If true, player names are not shown on map, chat, list
  76. #hidenames: false
  77. - class: org.dynmap.JsonFileClientUpdateComponent
  78. writeinterval: 1
  79. sendhealth: true
  80. sendposition: true
  81. allowwebchat: true
  82. webchat-interval: 5
  83. hidewebchatip: false
  84. includehiddenplayers: false
  85. use-name-colors: false
  86. use-player-login-ip: false
  87. require-player-login-ip: false
  88. block-banned-player-chat: true
  89. hideifshadow: 0
  90. hideifundercover: 0
  91. hideifsneaking: false
  92. # # Require login for web-to-server chat (requires login-enabled: true)
  93. webchat-requires-login: false
  94. # # If set to true, users must have dynmap.webchat permission in order to chat
  95. webchat-permissions: false
  96. # # Limit length of single chat messages
  97. chatlengthlimit: 256
  98. hide-if-invisiblity-potion: true
  99. hidenames: false
  100.  
  101. - class: org.dynmap.SimpleWebChatComponent
  102. allowchat: false
  103. # If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.
  104. allowurlname: false
  105.  
  106. # Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
  107. - class: org.dynmap.MarkersComponent
  108. type: markers
  109. showlabel: false
  110. enablesigns: false
  111. # Default marker set for sign markers
  112. default-sign-set: markers
  113. # (optional) add spawn point markers to standard marker layer
  114. showspawn: false
  115. spawnicon: world
  116. spawnlabel: "Spawn"
  117. # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
  118. showofflineplayers: false
  119. offlinelabel: "Offline"
  120. offlineicon: offlineuser
  121. offlinehidebydefault: true
  122. offlineminzoom: 0
  123. maxofflinetime: 30
  124. # (optional) layer for showing player's spawn beds
  125. showspawnbeds: false
  126. spawnbedlabel: "Spawn Beds"
  127. spawnbedicon: bed
  128. spawnbedhidebydefault: true
  129. spawnbedminzoom: 0
  130. spawnbedformat: "%name%'s bed"
  131. # (optional) show world border (vanilla 1.8+)
  132. showworldborder: true
  133. worldborderlabel: "Border"
  134.  
  135. - class: org.dynmap.ClientComponent
  136. type: chat
  137. allowurlname: false
  138. - class: org.dynmap.ClientComponent
  139. type: chatballoon
  140. focuschatballoons: false
  141. - class: org.dynmap.ClientComponent
  142. type: chatbox
  143. showplayerfaces: true
  144. messagettl: 5
  145. # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
  146. #scrollback: 100
  147. # Optional: set maximum number of lines visible for chatbox
  148. #visiblelines: 10
  149. # Optional: send push button
  150. sendbutton: false
  151. - class: org.dynmap.ClientComponent
  152. type: playermarkers
  153. showplayerfaces: true
  154. showplayerhealth: true
  155. # If true, show player body too (only valid if showplayerfaces=true
  156. showplayerbody: false
  157. # Option to make player faces small - don't use with showplayerhealth
  158. smallplayerfaces: false
  159. # Optional - make player faces layer hidden by default
  160. hidebydefault: false
  161. # Optional - ordering priority in layer menu (low goes before high - default is 0)
  162. layerprio: 0
  163. # Optional - label for player marker layer (default is 'Players')
  164. label: "Players"
  165.  
  166. #- class: org.dynmap.ClientComponent
  167. # type: digitalclock
  168. - class: org.dynmap.ClientComponent
  169. type: link
  170.  
  171. - class: org.dynmap.ClientComponent
  172. type: timeofdayclock
  173. showdigitalclock: true
  174. showweather: true
  175. # Mouse pointer world coordinate display
  176. - class: org.dynmap.ClientComponent
  177. type: coord
  178. label: "Location"
  179. hidey: false
  180. show-mcr: false
  181. show-chunk: false
  182.  
  183. # Note: more than one logo component can be defined
  184. #- class: org.dynmap.ClientComponent
  185. # type: logo
  186. # text: "Dynmap"
  187. # #logourl: "images/block_surface.png"
  188. # linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
  189. # # Valid positions: top-left, top-right, bottom-left, bottom-right
  190. # position: bottom-right
  191.  
  192. #- class: org.dynmap.ClientComponent
  193. # type: inactive
  194. # timeout: 1800 # in seconds (1800 seconds = 30 minutes)
  195. # redirecturl: inactive.html
  196. # #showmessage: 'You were inactive for too long.'
  197.  
  198. #- class: org.dynmap.TestComponent
  199. # stuff: "This is some configuration-value"
  200.  
  201. # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
  202. display-whitelist: false
  203.  
  204. # How often a tile gets rendered (in seconds).
  205. renderinterval: 1
  206.  
  207. # How many tiles on update queue before accelerate render interval
  208. renderacceleratethreshold: 60
  209.  
  210. # How often to render tiles when backlog is above renderacceleratethreshold
  211. renderaccelerateinterval: 0.2
  212.  
  213. # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
  214. tiles-rendered-at-once: 2
  215.  
  216. # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
  217. # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
  218. # in more competition for CPU resources with other processes
  219. usenormalthreadpriority: true
  220.  
  221. # Save and restore pending tile renders - prevents their loss on server shutdown or /reload
  222. saverestorepending: true
  223.  
  224. # Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
  225. save-pending-period: 900
  226.  
  227. # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
  228. zoomoutperiod: 30
  229.  
  230. # Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
  231. initial-zoomout-validate: true
  232.  
  233. # Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering
  234. # of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can
  235. # also be set on individual worlds and individual maps.
  236. tileupdatedelay: 30
  237.  
  238. # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
  239. enabletilehash: true
  240.  
  241. # Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
  242. #hideores: true
  243.  
  244. # Optional - enabled BetterGrass style rendering of grass and snow block sides
  245. #better-grass: true
  246.  
  247. # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
  248. smooth-lighting: true
  249.  
  250. # Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
  251. # false=classic Dynmap lighting curve
  252. use-brightness-table: true
  253.  
  254. # Optional - render specific block names using the textures and models of another block name: can be used to hide/disguise specific
  255. # blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
  256. block-alias:
  257. # "minecraft:quartz_ore": "stone"
  258. # "diamond_ore": "coal_ore"
  259.  
  260. # 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, wepb-l),
  261. # Note: any webp format requires the presence of the 'webp command line tools' (cwebp, dwebp) (https://developers.google.com/speed/webp/download)
  262. #
  263. # Has no effect on maps with explicit format settings
  264. image-format: jpg-q90
  265.  
  266. # 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
  267. # For Windows, include .exe
  268. #
  269. #cwebpPath: /usr/bin/cwebp
  270. #dwebpPath: /usr/bin/dwebp
  271.  
  272. # use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
  273. # correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
  274. # transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
  275. use-generated-textures: true
  276. correct-water-lighting: true
  277. transparent-leaves: true
  278.  
  279. # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
  280. ctm-support: true
  281. # custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
  282. custom-colors-support: true
  283.  
  284. # Control loading of player faces (if set to false, skins are never fetched)
  285. #fetchskins: false
  286.  
  287. # Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
  288. #refreshskins: false
  289.  
  290. # Customize URL used for fetching player skins (%player% is macro for name)
  291. skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
  292.  
  293. # Enable skins via SkinsRestorer plugin instead of internal legacy implementation (disabled by default)
  294. #skinsrestorer-integration: true
  295.  
  296. render-triggers:
  297. #- playermove
  298. #- playerjoin
  299. - blockplaced
  300. - blockbreak
  301. - leavesdecay
  302. - blockburn
  303. - chunkgenerated
  304. - blockformed
  305. - blockfaded
  306. - blockspread
  307. - pistonmoved
  308. - explosion
  309. #- blockfromto
  310. #- blockphysics
  311. - structuregrow
  312. - blockgrow
  313. #- blockredstone
  314.  
  315. # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
  316. #webpage-title: "My Awesome Server Map"
  317.  
  318. # The path where the tile-files are placed.
  319. tilespath: web/tiles
  320.  
  321. # The path where the web-files are located.
  322. webpath: web
  323.  
  324. # The path were the /dynmapexp command exports OBJ ZIP files
  325. exportpath: export
  326.  
  327. # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
  328. # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
  329. #webserver-bindaddress: 0.0.0.0
  330.  
  331. # The TCP-port the webserver will listen on.
  332. webserver-port: 80
  333.  
  334. # Maximum concurrent session on internal web server - limits resources used in Bukkit server
  335. max-sessions: 30
  336.  
  337. # Disables Webserver portion of Dynmap (Advanced users only)
  338. disable-webserver: true
  339.  
  340. # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
  341. allow-symlinks: true
  342.  
  343. # Enable login support
  344. login-enabled: false
  345. # Require login to access website (requires login-enabled: true)
  346. login-required: false
  347.  
  348. # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
  349. timesliceinterval: 0.0
  350.  
  351. # 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
  352. maxchunkspertick: 200
  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: 4
  361.  
  362. # Interval the browser should poll for updates.
  363. updaterate: 2000
  364.  
  365. # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
  366. fullrenderplayerlimit: 0
  367. # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
  368. updateplayerlimit: 0
  369. # Target limit on server thread use - msec per tick
  370. per-tick-time-limit: 50
  371. # If TPS of server is below this setting, update renders processing is paused
  372. update-min-tps: 18.0
  373. # If TPS of server is below this setting, full/radius renders processing is paused
  374. fullrender-min-tps: 18.0
  375. # If TPS of server is below this setting, zoom out processing is paused
  376. zoomout-min-tps: 18.0
  377.  
  378. showplayerfacesinmenu: true
  379.  
  380. # Control whether players that are hidden or not on current map are grayed out (true=yes)
  381. grayplayerswhenhidden: true
  382.  
  383. # Use player permissions to order player list: first to last, players are ordered by first permission listed that they have
  384. # That is, anyone with first listed permission goes before anyone with second, etc, with users with none of the nodes going last
  385. player-sort-permission-nodes:
  386. - bukkit.command.op
  387.  
  388. # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
  389. #sidebaropened: true
  390.  
  391. # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
  392. #http-response-headers:
  393. # Access-Control-Allow-Origin: "my-domain.com"
  394. # X-Custom-Header-Of-Mine: "MyHeaderValue"
  395.  
  396. # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
  397. trusted-proxies:
  398. - "127.0.0.1"
  399. - "0:0:0:0:0:0:0:1"
  400.  
  401. # Join/quit message format for web chat: set to "" to disable notice on web UI
  402. joinmessage: "%playername% joined"
  403. quitmessage: "%playername% quit"
  404.  
  405. spammessage: "You may only chat once every %interval% seconds."
  406. # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
  407. webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
  408.  
  409. # Control whether layer control is presented on the UI (default is true)
  410. showlayercontrol: true
  411.  
  412. # Enable checking for banned IPs via banned-ips.txt (internal web server only)
  413. check-banned-ips: true
  414.  
  415. # Default selection when map page is loaded
  416. defaultzoom: 0
  417. defaultworld: world
  418. defaultmap: flat
  419. # (optional) Zoom level and map to switch to when following a player, if possible
  420. #followzoom: 3
  421. #followmap: surface
  422.  
  423. # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
  424. persist-ids-by-ip: true
  425.  
  426. # If true, map text to cyrillic
  427. cyrillic-support: false
  428.  
  429. # If true, coordinates will be rounded
  430. round-coordinates: true
  431.  
  432. # Messages to customize
  433. msg:
  434. maptypes: "Map Types"
  435. players: "Players"
  436. chatrequireslogin: "Chat Requires Login"
  437. chatnotallowed: "You are not permitted to send chat messages"
  438. hiddennamejoin: "Player joined"
  439. hiddennamequit: "Player quit"
  440.  
  441. # URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
  442. url:
  443. # configuration URL
  444. configuration: "standalone/MySQL_configuration.php"
  445. # update URL
  446. update: "standalone/MySQL_update.php?world={world}&ts={timestamp}"
  447. # sendmessage URL
  448. sendmessage: "standalone/MySQL_sendmessage.php"
  449. # login URL
  450. login: "standalone/MySQL_login.php"
  451. # register URL
  452. register: "standalone/MySQL_register.php"
  453. # tiles base URL
  454. tiles: "standalone/MySQL_tiles.php?tile="
  455. # markers base URL
  456. markers: "standalone/MySQL_markers.php?marker="
  457.  
  458. # Customization commands - allows scripts to be run before/after certain events
  459. custom-commands:
  460. image-updates:
  461. # Command run just before any image file is written or updated: run with single parameter with fully qualified file name
  462. preupdatecommand: ""
  463. # Command run just after any image file is written or updated: run with single parameter with fully qualified file name
  464. postupdatecommand: ""
  465.  
  466. # Snapshot cache size, in chunks
  467. snapshotcachesize: 500
  468. # Snapshot cache uses soft references (true), else weak references (false)
  469. soft-ref-cache: true
  470.  
  471. # Player enter/exit title messages for map markers
  472. #
  473. # Processing period - how often to check player positions vs markers - default is 1000ms (1 second)
  474. #enterexitperiod: 1000
  475. # Title message fade in time, in ticks (0.05 second intervals) - default is 10 (1/2 second)
  476. #titleFadeIn: 10
  477. # Title message stay time, in ticks (0.05 second intervals) - default is 70 (3.5 seconds)
  478. #titleStay: 70
  479. # Title message fade out time, in ticks (0.05 seocnd intervals) - default is 20 (1 second)
  480. #titleFadeOut: 20
  481. # Enter/exit messages use on screen titles (true - default), if false chat messages are sent instead
  482. #enterexitUseTitle: true
  483. # Set true if new enter messages should supercede pending exit messages (vs being queued in order), default false
  484. #enterReplacesExits: true
  485.  
  486. # Set to true to enable verbose startup messages - can help with debugging map configuration problems
  487. # Set to false for a much quieter startup log
  488. verbose: false
  489.  
  490. # Enables debugging.
  491. #debuggers:
  492. # - class: org.dynmap.debug.LogDebugger
  493. # Debug: dump blocks missing render data
  494. dump-missing-blocks: false
  495.  
  496. # 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
  497. # 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,
  498. # 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
  499. # your worlds before running with this setting enabled (set to true)
  500. #
  501. #migrate-chunks: true
  502.  
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