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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. 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' with flags "flags" 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.  #flags: "?allowReconnect=true"
  37.  
  38. components:
  39.  - class: org.dynmap.ClientConfigurationComponent
  40.  
  41.  - class: org.dynmap.InternalClientUpdateComponent
  42.    sendhealth: true
  43.    sendposition: true
  44.    allowwebchat: false
  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: false
  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.    # (optional) show world border (vanilla 1.8+)
  130.    showworldborder: true
  131.    
  132.  - class: org.dynmap.ClientComponent
  133.    type: chat
  134.    allowurlname: false
  135.  - class: org.dynmap.ClientComponent
  136.    type: chatballoon
  137.    focuschatballoons: false
  138.  - class: org.dynmap.ClientComponent
  139.    type: chatbox
  140.    showplayerfaces: true
  141.    messagettl: 5
  142.    # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
  143.    #scrollback: 100
  144.    # Optional: set maximum number of lines visible for chatbox
  145.    #visiblelines: 10
  146.    # Optional: send push button
  147.    sendbutton: false
  148.  - class: org.dynmap.ClientComponent
  149.    type: playermarkers
  150.    showplayerfaces: true
  151.    showplayerhealth: true
  152.    # If true, show player body too (only valid if showplayerfaces=true
  153.    showplayerbody: false
  154.    # Option to make player faces small - don't use with showplayerhealth
  155.    smallplayerfaces: false
  156.    # Optional - make player faces layer hidden by default
  157.    hidebydefault: false
  158.    # Optional - ordering priority in layer menu (low goes before high - default is 0)
  159.    layerprio: 0
  160.    # Optional - label for player marker layer (default is 'Players')
  161.    label: "Players"
  162.    
  163.  #- class: org.dynmap.ClientComponent
  164.  #  type: digitalclock
  165.  - class: org.dynmap.ClientComponent
  166.    type: link
  167.    
  168.  - class: org.dynmap.ClientComponent
  169.    type: timeofdayclock
  170.    showdigitalclock: true
  171.    showweather: true
  172.  # Mouse pointer world coordinate display
  173.  - class: org.dynmap.ClientComponent
  174.    type: coord
  175.    label: "Location"
  176.    hidey: false
  177.    show-mcr: false
  178.    
  179.  # Note: more than one logo component can be defined
  180.  #- class: org.dynmap.ClientComponent
  181.  #  type: logo
  182.  #  text: "Dynmap"
  183.  #  #logourl: "images/block_surface.png"
  184.  #  linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
  185.   #  # Valid positions: top-left, top-right, bottom-left, bottom-right
  186.   #  position: bottom-right
  187.  
  188.   #- class: org.dynmap.ClientComponent
  189.   #  type: inactive
  190.   #  timeout: 1800 # in seconds (1800 seconds = 30 minutes)
  191.   #  redirecturl: inactive.html
  192.   #  #showmessage: 'You were inactive for too long.'
  193.  
  194.   #- class: org.dynmap.TestComponent
  195.   #  stuff: "This is some configuration-value"
  196.  
  197. # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
  198. display-whitelist: false
  199.  
  200. # How often a tile gets rendered (in seconds).
  201. renderinterval: 1
  202.  
  203. # How many tiles on update queue before accelerate render interval
  204. renderacceleratethreshold: 60
  205.  
  206. # How often to render tiles when backlog is above renderacceleratethreshold
  207. renderaccelerateinterval: 0.2
  208.  
  209. # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
  210. tiles-rendered-at-once: 2
  211.  
  212. # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
  213. # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
  214. # in more competition for CPU resources with other processes
  215. usenormalthreadpriority: true
  216.  
  217. # Save and restore pending tile renders - prevents their loss on server shutdown or /reload
  218. saverestorepending: true
  219.  
  220. # Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
  221. save-pending-period: 900
  222.  
  223. # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
  224. zoomoutperiod: 30
  225.  
  226. # Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
  227. initial-zoomout-validate: true
  228.  
  229. # Default delay on processing of updated tiles, in seconds.  This can reduce potentially expensive re-rendering
  230. # of frequently updated tiles (such as due to machines, pistons, quarries or other automation).  Values can
  231. # also be set on individual worlds and individual maps.
  232. tileupdatedelay: 30
  233.  
  234. # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
  235. enabletilehash: true
  236.  
  237. # Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
  238. #hideores: true
  239.  
  240. # Optional - enabled BetterGrass style rendering of grass and snow block sides
  241. #better-grass: true
  242.  
  243. # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
  244. smooth-lighting: true
  245.  
  246. # Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
  247. #   false=classic Dynmap lighting curve
  248. use-brightness-table: true
  249.  
  250. # Optional - render specific block IDs using the texures and models of another block ID: can be used to hide/disguise specific
  251. #  blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
  252. block-id-alias:
  253. #    "14": 1
  254. #    "15": 1
  255. #    "16": 1
  256.  
  257. # Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
  258. # Has no effect on maps with explicit format settings
  259. image-format: png
  260.  
  261. #  use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
  262. #  correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
  263. #  transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
  264. use-generated-textures: true
  265. correct-water-lighting: true
  266. transparent-leaves: true
  267.  
  268. # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
  269. ctm-support: true
  270. # custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
  271. custom-colors-support: true
  272.  
  273. # Control loading of player faces (if set to false, skins are never fetched)
  274. #fetchskins: false
  275.  
  276. # Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
  277. #refreshskins: false
  278.  
  279. # Customize URL used for fetching player skins (%player% is macro for name)
  280. skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
  281.  
  282. render-triggers:
  283.  #- playermove
  284.  #- playerjoin
  285.  - blockplaced
  286.  - blockbreak
  287.  - leavesdecay
  288.  - blockburn
  289.  - chunkgenerated
  290.  - blockformed
  291.  - blockfaded
  292.  - blockspread
  293.  - pistonmoved
  294.  - explosion
  295.  #- blockfromto
  296.  #- blockphysics
  297.  - structuregrow
  298.  - blockgrow
  299.  #- blockredstone
  300.  
  301. # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
  302. #webpage-title: "KeyCraft Classic Map"
  303.  
  304. # The path where the tile-files are placed.
  305. tilespath: web/tiles
  306.  
  307. # The path where the web-files are located.
  308. webpath: web
  309.  
  310. # The path were the /dynmapexp command exports OBJ ZIP files
  311. exportpath: export
  312.  
  313. # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
  314. # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
  315. webserver-bindaddress: 151.80.230.20
  316.  
  317. # The TCP-port the webserver will listen on.
  318. webserver-port: 8123
  319.  
  320. # Maximum concurrent session on internal web server - limits resources used in Bukkit server
  321. max-sessions: 30
  322.  
  323. # Disables Webserver portion of Dynmap (Advanced users only)
  324. disable-webserver: false
  325.  
  326. # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
  327. allow-symlinks: true
  328.  
  329. # Enable login support
  330. login-enabled: false
  331. # Require login to access website (requires login-enabled: true)
  332. login-required: false
  333.  
  334. # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
  335. timesliceinterval: 0.0
  336.  
  337. # 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
  338. maxchunkspertick: 200
  339.  
  340. # Progress report interval for fullrender/radiusrender, in tiles.  Must be 100 or greater
  341. progressloginterval: 100
  342.  
  343. # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
  344. #   Note: setting this will result in much more intensive CPU use, some additional memory use.  Caution should be used when
  345. #  setting this to equal or exceed the number of physical cores on the system.
  346. #parallelrendercnt: 4
  347.  
  348. # Interval the browser should poll for updates.
  349. updaterate: 2000
  350.  
  351. # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
  352. fullrenderplayerlimit: 0
  353. # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
  354. updateplayerlimit: 0
  355. # Target limit on server thread use - msec per tick
  356. per-tick-time-limit: 50
  357. # If TPS of server is below this setting, update renders processing is paused
  358. update-min-tps: 18.0
  359. # If TPS of server is below this setting, full/radius renders processing is paused
  360. fullrender-min-tps: 18.0
  361. # If TPS of server is below this setting, zoom out processing is paused
  362. zoomout-min-tps: 18.0
  363.  
  364. showplayerfacesinmenu: true
  365.  
  366. # Control whether players that are hidden or not on current map are grayed out (true=yes)
  367. grayplayerswhenhidden: true
  368.  
  369. # Use player permissions to order player list: first to last, players are ordered by first permission listed that they have
  370. # That is, anyone with first listed permission goes before anyone with second, etc, with users with none of the nodes going last
  371. player-sort-permission-nodes:
  372.   - bukkit.command.op
  373.  
  374. # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
  375. #sidebaropened: true
  376.  
  377. # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
  378. #http-response-headers:
  379. #    Access-Control-Allow-Origin: "my-domain.com"
  380. #    X-Custom-Header-Of-Mine: "MyHeaderValue"
  381.  
  382. # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
  383. trusted-proxies:
  384.   - "127.0.0.1"
  385.   - "0:0:0:0:0:0:0:1"
  386.  
  387. # Join/quit message format for web chat: set to "" to disable notice on web UI
  388. joinmessage: "%playername% joined"
  389. quitmessage: "%playername% quit"
  390.  
  391. spammessage: "You may only chat once every %interval% seconds."
  392. # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
  393. webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
  394.  
  395. # Control whether layer control is presented on the UI (default is true)
  396. showlayercontrol: true
  397.  
  398. # Enable checking for banned IPs via banned-ips.txt (internal web server only)
  399. check-banned-ips: true
  400.  
  401. # Default selection when map page is loaded
  402. defaultzoom: 0
  403. defaultworld: world
  404. defaultmap: flat
  405. # (optional) Zoom level and map to switch to when following a player, if possible
  406. #followzoom: 3
  407. #followmap: surface
  408.  
  409. # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
  410. persist-ids-by-ip: true
  411.  
  412. # If true, map text to cyrillic
  413. cyrillic-support: false
  414.  
  415. # If true, coordinates will be rounded
  416. round-coordinates: true
  417.  
  418. # Messages to customize
  419. msg:
  420.     maptypes: "Map Types"
  421.     players: "Players"
  422.     chatrequireslogin: "Chat Requires Login"
  423.     chatnotallowed: "You are not permitted to send chat messages"
  424.     hiddennamejoin: "Player joined"
  425.     hiddennamequit: "Player quit"
  426.  
  427. # URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
  428. url:
  429.     # configuration URL
  430.     #configuration: "up/configuration"
  431.     # update URL
  432.     #update: "up/world/{world}/{timestamp}"
  433.     # sendmessage URL
  434.     #sendmessage: "up/sendmessage"
  435.     # login URL
  436.     #login: "up/login"
  437.     # register URL
  438.     #register: "up/register"
  439.     # tiles base URL
  440.     #tiles: "tiles/"
  441.     # markers base URL
  442.     #markers: "tiles/"
  443.  
  444. # Customization commands - allows scripts to be run before/after certain events
  445. custom-commands:
  446.     image-updates:
  447.         # Command run just before any image file is written or updated: run with single parameter with fully qualified file name
  448.         preupdatecommand: ""
  449.         # Command run just after any image file is written or updated: run with single parameter with fully qualified file name
  450.         postupdatecommand: ""
  451.  
  452. # Snapshot cache size, in chunks
  453. snapshotcachesize: 500
  454. # Snapshot cache uses soft references (true), else weak references (false)
  455. soft-ref-cache: true
  456.        
  457. # Set to true to enable verbose startup messages - can help with debugging map configuration problems
  458. # Set to false for a much quieter startup log
  459. verbose: false
  460.  
  461. # Enables debugging.
  462. #debuggers:
  463. #  - class: org.dynmap.debug.LogDebugger
  464. # Debug: dump blocks missing render data
  465. dump-missing-blocks: false
  466.  
  467. # 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
  468. # 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,
  469. # 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
  470. # your worlds before running with this setting enabled (set to true)
  471. #
  472. #migrate-chunks: true
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