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Oct 8th, 2020
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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: vlowres
  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: false
  44. webchat-interval: 5
  45. hidewebchatip: true
  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: false
  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: true
  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: 1
  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: true
  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: false
  112. spawnicon: world
  113. spawnlabel: "スポーン地点"
  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: "プレイヤー"
  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: "カーソル座標"
  173. hidey: false
  174. show-mcr: true
  175.  
  176. # Note: more than one logo component can be defined
  177. - class: org.dynmap.ClientComponent
  178. type: logo
  179. text: "kotaserverWiki"
  180. logourl: "kotamini.png"
  181. linkurl: "http://seesaawiki.jp/kotaserver/"
  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. - class: org.dynmap.ClientComponent
  191. type: inactive
  192. timeout: 1800 # in seconds (1800 seconds = 30 minutes)
  193. redirecturl: http://seesaawiki.jp/kotaserver/d/Timeout
  194. #showmessage: 'You were inactive for too long.'
  195.  
  196. #- class: org.dynmap.TestComponent
  197. # stuff: "This is some configuration-value"
  198.  
  199. # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
  200. display-whitelist: false
  201.  
  202. # How often a tile gets rendered (in seconds).
  203. renderinterval: 2
  204.  
  205. # How many tiles on update queue before accelerate render interval
  206. renderacceleratethreshold: 60
  207.  
  208. # How often to render tiles when backlog is above renderacceleratethreshold
  209. renderaccelerateinterval: 0.5
  210.  
  211. # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
  212. tiles-rendered-at-once: 4
  213.  
  214. # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
  215. # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
  216. # in more competition for CPU resources with other processes
  217. usenormalthreadpriority: true
  218.  
  219. # Save and restore pending tile renders - prevents their loss on server shutdown or /reload
  220. saverestorepending: true
  221.  
  222. # Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
  223. save-pending-period: 900
  224.  
  225. # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
  226. zoomoutperiod: 60
  227.  
  228. # Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
  229. initial-zoomout-validate: true
  230.  
  231. # Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering
  232. # of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can
  233. # also be set on individual worlds and individual maps.
  234. tileupdatedelay: 60
  235.  
  236. # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
  237. enabletilehash: true
  238.  
  239. # Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
  240. #hideores: true
  241.  
  242. # Optional - enabled BetterGrass style rendering of grass and snow block sides
  243. #better-grass: true
  244.  
  245. # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
  246. smooth-lighting: true
  247.  
  248. # Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
  249. # false=classic Dynmap lighting curve
  250. use-brightness-table: true
  251.  
  252. # Optional - render specific block IDs using the texures and models of another block ID: can be used to hide/disguise specific
  253. # blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
  254. block-id-alias:
  255. # "14": 1
  256. # "15": 1
  257. # "16": 1
  258.  
  259. # Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
  260. # Has no effect on maps with explicit format settings
  261. image-format: jpg-q100
  262.  
  263. # use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
  264. # correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
  265. # transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
  266. use-generated-textures: true
  267. correct-water-lighting: true
  268. transparent-leaves: true
  269.  
  270. # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
  271. ctm-support: true
  272. # custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
  273. custom-colors-support: true
  274.  
  275. # Control loading of player faces (if set to false, skins are never fetched)
  276. #fetchskins: false
  277.  
  278. # Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
  279. #refreshskins: false
  280.  
  281. # Customize URL used for fetching player skins (%player% is macro for name)
  282. #skin-url: "http://s3.amazonaws.com/MinecraftSkins/%player%.png"
  283. #skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
  284. #skin-url: "http://tgstools.esy.es/skin.php?name=%player%"
  285.  
  286. # Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
  287. # default is 'newrose' (preserve pre-1.0 maps, rotate rose)
  288. # 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)
  289. compass-mode: newnorth
  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: "KotaServer Main 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. # The path were the /dynmapexp command exports OBJ ZIP files
  320. exportpath: export
  321.  
  322. # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
  323. # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
  324. #webserver-bindaddress: 0.0.0.0
  325.  
  326. # The TCP-port the webserver will listen on.
  327. webserver-port: 8123
  328.  
  329. # Maximum concurrent session on internal web server - limits resources used in Bukkit server
  330. max-sessions: 30
  331.  
  332. # Disables Webserver portion of Dynmap (Advanced users only)
  333. disable-webserver: false
  334.  
  335. # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
  336. allow-symlinks: true
  337.  
  338. # Enable login support
  339. login-enabled: true
  340. # Require login to access website (requires login-enabled: true)
  341. login-required: false
  342.  
  343. # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
  344. timesliceinterval: 0.0
  345.  
  346. # 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
  347. maxchunkspertick: 100
  348.  
  349. # Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
  350. progressloginterval: 100
  351.  
  352. # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
  353. # Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when
  354. # setting this to equal or exceed the number of physical cores on the system.
  355. parallelrendercnt: 4
  356.  
  357. # Interval the browser should poll for updates.
  358. updaterate: 2000
  359.  
  360. # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
  361. fullrenderplayerlimit: 0
  362. # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
  363. updateplayerlimit: 0
  364. # Target limit on server thread use - msec per tick
  365. per-tick-time-limit: 10
  366. # If TPS of server is below this setting, update renders processing is paused
  367. update-min-tps: 19.5
  368. # If TPS of server is below this setting, full/radius renders processing is paused
  369. fullrender-min-tps: 19.5
  370. # If TPS of server is below this setting, zoom out processing is paused
  371. zoomout-min-tps: 19.5
  372.  
  373. showplayerfacesinmenu: true
  374.  
  375. # Control whether players that are hidden or not on current map are grayed out (true=yes)
  376. grayplayerswhenhidden: true
  377.  
  378. # Use player permissions to order player list: first to last, players are ordered by first permission listed that they have
  379. # That is, anyone with first listed permission goes before anyone with second, etc, with users with none of the nodes going last
  380. player-sort-permission-nodes:
  381. - bukkit.command.op
  382.  
  383. # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
  384. sidebaropened: true
  385.  
  386. # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
  387. #http-response-headers:
  388. # Access-Control-Allow-Origin: "my-domain.com"
  389. # X-Custom-Header-Of-Mine: "MyHeaderValue"
  390.  
  391. # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
  392. trusted-proxies:
  393. - "127.0.0.1"
  394. - "0:0:0:0:0:0:0:1"
  395.  
  396. # Join/quit message format for web chat: set to "" to disable notice on web UI
  397. joinmessage: " - %playername% さんが接続しました!"
  398. quitmessage: " - %playername% さんが切断しました。"
  399. spammessage: "前のチャットより%interval%秒間待ってください!"
  400. webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
  401.  
  402. # Control whether layer control is presented on the UI (default is true)
  403. showlayercontrol: true
  404.  
  405. # Enable checking for banned IPs via banned-ips.txt (internal web server only)
  406. check-banned-ips: true
  407.  
  408. # Default selection when map page is loaded
  409. defaultzoom: 0
  410. defaultworld: main
  411. defaultmap: flat
  412. # (optional) Zoom level and map to switch to when following a player, if possible
  413. #followzoom: 3
  414. #followmap: surface
  415.  
  416. # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
  417. persist-ids-by-ip: true
  418.  
  419. # If true, map text to cyrillic
  420. cyrillic-support: false
  421.  
  422. # If true, coordinates will be rounded
  423. round-coordinates: true
  424.  
  425. # Messages to customize
  426. msg:
  427. maptypes: "ワールドリスト"
  428. players: "接続中のプレイヤー"
  429. chatrequireslogin: "チャットをするためにはログインが必要です"
  430. chatnotallowed: "あなたにはチャットをするための権限がありません"
  431. hiddennamejoin: "Player joined"
  432. hiddennamequit: "Player quit"
  433.  
  434. # URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
  435. url:
  436. # configuration URL
  437. #configuration: "up/configuration"
  438. # update URL
  439. #update: "up/world/{world}/{timestamp}"
  440. # sendmessage URL
  441. #sendmessage: "up/sendmessage"
  442. # login URL
  443. #login: "up/login"
  444. # register URL
  445. #register: "up/register"
  446. # tiles base URL
  447. #tiles: "tiles/"
  448. # markers base URL
  449. #markers: "tiles/"
  450.  
  451. # Spout support controls
  452. spout:
  453. # If false, ignore spout even if detected
  454. enabled: true
  455. # If true, previously loaded textures will be assumed to still be valid (faster startup, but
  456. # can result in stale textures if originals are updated - delete files in texturepacks/standard/spoout
  457. # to clean cached textures and force reload on next startup)
  458. use-existing-textures: true
  459.  
  460. # Customization commands - allows scripts to be run before/after certain events
  461. custom-commands:
  462. image-updates:
  463. # Command run just before any image file is written or updated: run with single parameter with fully qualified file name
  464. preupdatecommand: ""
  465. # Command run just after any image file is written or updated: run with single parameter with fully qualified file name
  466. postupdatecommand: ""
  467.  
  468. # Snapshot cache size, in chunks
  469. snapshotcachesize: 500
  470. # Snapshot cache uses soft references (true), else weak references (false)
  471. soft-ref-cache: true
  472.  
  473. # Set to true to enable verbose startup messages - can help with debugging map configuration problems
  474. # Set to false for a much quieter startup log
  475. verbose: false
  476.  
  477. # Enables debugging.
  478. #debuggers:
  479. # - class: org.dynmap.debug.LogDebugger
  480. # Debug: dump blocks missing render data
  481. dump-missing-blocks: false
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