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  1. # All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/dynmap/
  2.  
  3. # All map templates are defined in the templates directory
  4. # To use the HDMap very-low-res (2 ppb) map templates as world defaults, set value to vlowres
  5. # The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and the_end-vlowres.txt
  6. # To use the HDMap low-res (4 ppb) map templates as world defaults, set value to lowres
  7. # The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and the_end-lowres.txt
  8. # To use the HDMap hi-res (16 ppb) map templates (these can take a VERY long time for initial fullrender), set value to hires
  9. # The definitions of these templates are in normal-hires.txt, nether-hires.txt, and the_end-hires.txt
  10. # To use the HDMap low-res (4 ppb) map templates, with support for boosting resolution selectively to hi-res (16 ppb), set value to low_boost_hi
  11. # The definitions of these templates are in normal-low_boost_hi.txt, nether-low_boost_hi.txt, and the_end-low_boost_hi.txt
  12. # To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to vhi-res (32 ppb), set value to hi_boost_vhi
  13. # The definitions of these templates are in normal-hi_boost_vhi.txt, nether-hi_boost_vhi.txt, and the_end-hi_boost_vhi.txt
  14. # To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to xhi-res (64 ppb), set value to hi_boost_xhi
  15. # The definitions of these templates are in normal-hi_boost_xhi.txt, nether-hi_boost_xhi.txt, and the_end-hi_boost_xhi.txt
  16. deftemplatesuffix: hires
  17.  
  18. # Map storage scheme: only uncommoent one 'type' value
  19. # filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting
  20. # sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory)
  21. # mysql: MySQL database, at hostname:port in database, accessed via userid with password
  22. storage:
  23. # Filetree storage (standard tree of image files for maps)
  24. #type: filetree
  25. # SQLite db for map storage (uses dbfile as storage location)
  26. #type: sqlite
  27. #dbfile: dynmap.db
  28. # MySQL DB for map storage (at 'hostname':'port' in database 'database' using user 'userid' password 'password' and table prefix 'prefix'
  29. type: pgsql
  30. hostname: 192.168.3.25
  31. port: 5432
  32. database: dynmap
  33. userid: dynmap
  34. password:
  35. prefix: "gtnh_"
  36.  
  37. components:
  38. - class: org.dynmap.ClientConfigurationComponent
  39.  
  40. - class: org.dynmap.InternalClientUpdateComponent
  41. sendhealth: true
  42. sendposition: true
  43. allowwebchat: true
  44. webchat-interval: 5
  45. hidewebchatip: false
  46. trustclientname: false
  47. includehiddenplayers: false
  48. # (optional) if true, color codes in player display names are used
  49. use-name-colors: false
  50. # (optional) if true, player login IDs will be used for web chat when their IPs match
  51. use-player-login-ip: true
  52. # (optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored
  53. require-player-login-ip: false
  54. # (optional) block player login IDs that are banned from chatting
  55. block-banned-player-chat: true
  56. # Require login for web-to-server chat (requires login-enabled: true)
  57. webchat-requires-login: false
  58. # If set to true, users must have dynmap.webchat permission in order to chat
  59. webchat-permissions: false
  60. # Limit length of single chat messages
  61. chatlengthlimit: 256
  62. # # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
  63. # hideifshadow: 4
  64. # # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
  65. # hideifundercover: 14
  66. # # (Optional) if true, players that are crouching/sneaking will be hidden
  67. hideifsneaking: false
  68. # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
  69. protected-player-info: false
  70. # If true, hide players with invisibility potion effects active
  71. hide-if-invisiblity-potion: true
  72. # If true, player names are not shown on map, chat, list
  73. hidenames: false
  74. #- class: org.dynmap.JsonFileClientUpdateComponent
  75. # writeinterval: 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: false
  107. enablesigns: false
  108. # Default marker set for sign markers
  109. default-sign-set: markers
  110. # (optional) add spawn point markers to standard marker layer
  111. showspawn: true
  112. spawnicon: world
  113. spawnlabel: "Spawn"
  114. # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
  115. showofflineplayers: false
  116. offlinelabel: "Offline"
  117. offlineicon: offlineuser
  118. offlinehidebydefault: true
  119. offlineminzoom: 0
  120. maxofflinetime: 30
  121. # (optional) layer for showing player's spawn beds
  122. showspawnbeds: false
  123. spawnbedlabel: "Spawn Beds"
  124. spawnbedicon: bed
  125. spawnbedhidebydefault: true
  126. spawnbedminzoom: 0
  127. spawnbedformat: "%name%'s bed"
  128.  
  129. - class: org.dynmap.ClientComponent
  130. type: chat
  131. allowurlname: false
  132. - class: org.dynmap.ClientComponent
  133. type: chatballoon
  134. focuschatballoons: false
  135. - class: org.dynmap.ClientComponent
  136. type: chatbox
  137. showplayerfaces: true
  138. messagettl: 5
  139. # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
  140. #scrollback: 100
  141. # Optiona; set maximum number of lines visible for chatbox
  142. #visiblelines: 10
  143. # Optional: send push button
  144. sendbutton: false
  145. - class: org.dynmap.ClientComponent
  146. type: playermarkers
  147. showplayerfaces: true
  148. showplayerhealth: true
  149. # If true, show player body too (only valid if showplayerfaces=true
  150. showplayerbody: false
  151. # Option to make player faces small - don't use with showplayerhealth
  152. smallplayerfaces: false
  153. # Optional - make player faces layer hidden by default
  154. hidebydefault: false
  155. # Optional - ordering priority in layer menu (low goes before high - default is 0)
  156. layerprio: 0
  157. # Optional - label for player marker layer (default is 'Players')
  158. label: "Players"
  159.  
  160. #- class: org.dynmap.ClientComponent
  161. # type: digitalclock
  162. - class: org.dynmap.ClientComponent
  163. type: link
  164.  
  165. - class: org.dynmap.ClientComponent
  166. type: timeofdayclock
  167. showdigitalclock: true
  168. #showweather: true
  169.  
  170. # Mouse pointer world coordinate display
  171. - class: org.dynmap.ClientComponent
  172. type: coord
  173. label: "Location"
  174. hidey: false
  175. show-mcr: false
  176.  
  177. # Configurable grid overlay
  178. #- class: org.dynmap.ClientComponent
  179. # type: regiongrid
  180. # grids:
  181. # - title: "Grid - Chunks"
  182. # sizeInChunks: 1
  183. # color: "#FF0000"
  184. # weight: 1
  185. # - title: "Grid - Veins (3x3)"
  186. # sizeInChunks: 3
  187. # color: "#00FFFF"
  188. # weight: 2
  189. # - title: "Grid - Oilfields (8x8)"
  190. # sizeInChunks: 8
  191. # color: "#FFFF00"
  192. # weight: 3
  193. # - title: "Grid - Regions (32x32)"
  194. # sizeInChunks: 32
  195. # color: "#0000FF"
  196. # weight: 4
  197.  
  198. # Note: more than one logo component can be defined
  199. #- class: org.dynmap.ClientComponent
  200. # type: logo
  201. # text: "Dynmap"
  202. # #logourl: "images/block_surface.png"
  203. # linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
  204. # # Valid positions: top-left, top-right, bottom-left, bottom-right
  205. # position: bottom-right
  206.  
  207. #- class: org.dynmap.ClientComponent
  208. # type: inactive
  209. # timeout: 1800 # in seconds (1800 seconds = 30 minutes)
  210. # redirecturl: inactive.html
  211. # #showmessage: 'You were inactive for too long.'
  212.  
  213. #- class: org.dynmap.TestComponent
  214. # stuff: "This is some configuration-value"
  215.  
  216. # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
  217. display-whitelist: false
  218.  
  219. # How often a tile gets rendered (in seconds).
  220. renderinterval: 1
  221.  
  222. # How many tiles on update queue before accelerate render interval
  223. renderacceleratethreshold: 60
  224.  
  225. # How often to render tiles when backlog is above renderacceleratethreshold
  226. renderaccelerateinterval: 0.2
  227.  
  228. # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
  229. tiles-rendered-at-once: 2
  230.  
  231. # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
  232. # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
  233. # in more competition for CPU resources with other processes
  234. usenormalthreadpriority: true
  235.  
  236. # Save and restore pending tile renders - prevents their loss on server shutdown or /reload
  237. saverestorepending: true
  238.  
  239. # Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
  240. save-pending-period: 900
  241.  
  242. # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
  243. zoomoutperiod: 30
  244.  
  245. # Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
  246. initial-zoomout-validate: true
  247.  
  248. # Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering
  249. # of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can
  250. # also be set on individual worlds and individual maps.
  251. tileupdatedelay: 30
  252.  
  253. # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
  254. enabletilehash: true
  255.  
  256. # Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
  257. #hideores: true
  258.  
  259. # Optional - enabled BetterGrass style rendering of grass and snow block sides
  260. #better-grass: true
  261.  
  262. # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
  263. smooth-lighting: true
  264.  
  265. # Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
  266. # false=classic Dynmap lighting curve
  267. use-brightness-table: true
  268.  
  269. # Optional - render specific block IDs using the texures and models of another block ID: can be used to hide/disguise specific
  270. # blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
  271. block-id-alias:
  272. # "14": 1
  273. # "15": 1
  274. # "16": 1
  275.  
  276. # Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
  277. # Has no effect on maps with explicit format settings
  278. image-format: png
  279.  
  280. # use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
  281. # correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
  282. # transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
  283. use-generated-textures: true
  284. correct-water-lighting: true
  285. transparent-leaves: true
  286.  
  287. # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
  288. ctm-support: true
  289. # custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
  290. custom-colors-support: true
  291.  
  292. # Control loading of player faces (if set to false, skins are never fetched)
  293. #fetchskins: false
  294.  
  295. # Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
  296. #refreshskins: false
  297.  
  298. # Customize URL used for fetching player skins (%player% is macro for name)
  299. skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
  300.  
  301. # Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
  302. # default is 'newrose' (preserve pre-1.0 maps, rotate rose)
  303. # 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)
  304. compass-mode: newnorth
  305.  
  306. # Triggers for automatic updates : blockupdate-with-id is debug for breaking down updates by ID:meta
  307. # To disable, set just 'none' and comment/delete the rest
  308. render-triggers:
  309. - blockupdate
  310. #- blockupdate-with-id
  311. #- lightingupdate
  312. - chunkpopulate
  313. - chunkgenerate
  314. #- none
  315.  
  316. # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
  317. #webpage-title: "My Awesome Server Map"
  318.  
  319. # The path where the tile-files are placed.
  320. tilespath: web/tiles
  321.  
  322. # The path where the web-files are located.
  323. webpath: web
  324.  
  325. # The path were the /dynmapexp command exports OBJ ZIP files
  326. exportpath: export
  327.  
  328. # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
  329. # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
  330. #webserver-bindaddress: 0.0.0.0
  331.  
  332. # The TCP-port the webserver will listen on.
  333. webserver-port: 8123
  334.  
  335. # Maximum concurrent session on internal web server - limits resources used in Bukkit server
  336. max-sessions: 30
  337.  
  338. # Disables Webserver portion of Dynmap (Advanced users only)
  339. disable-webserver: false
  340.  
  341. # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
  342. allow-symlinks: true
  343.  
  344. # Enable login support
  345. login-enabled: false
  346. # Require login to access website (requires login-enabled: true)
  347. login-required: false
  348.  
  349. # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
  350. timesliceinterval: 0.0
  351.  
  352. # 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
  353. maxchunkspertick: 200
  354.  
  355. # Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
  356. progressloginterval: 100
  357.  
  358. # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
  359. # Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when
  360. # setting this to equal or exceed the number of physical cores on the system.
  361. parallelrendercnt: 2
  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: 50
  372. # If TPS of server is below this setting, update renders processing is paused
  373. update-min-tps: 18.0
  374. # If TPS of server is below this setting, full/radius renders processing is paused
  375. fullrender-min-tps: 18.0
  376. # If TPS of server is below this setting, zoom out processing is paused
  377. zoomout-min-tps: 18.0
  378.  
  379. showplayerfacesinmenu: true
  380.  
  381. # Control whether players that are hidden or not on current map are grayed out (true=yes)
  382. grayplayerswhenhidden: true
  383.  
  384. # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
  385. #sidebaropened: true
  386.  
  387. # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
  388. #http-response-headers:
  389. # Access-Control-Allow-Origin: "my-domain.com"
  390. # X-Custom-Header-Of-Mine: "MyHeaderValue"
  391.  
  392. # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
  393. trusted-proxies:
  394. - "127.0.0.1"
  395. - "0:0:0:0:0:0:0:1"
  396.  
  397. joinmessage: "%playername% joined"
  398. quitmessage: "%playername% quit"
  399. spammessage: "You may only chat once every %interval% seconds."
  400. # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
  401. webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
  402.  
  403. # Control whether layer control is presented on the UI (default is true)
  404. showlayercontrol: true
  405.  
  406. # Enable checking for banned IPs via banned-ips.txt (internal web server only)
  407. check-banned-ips: true
  408.  
  409. # Default selection when map page is loaded
  410. defaultzoom: 0
  411. defaultworld: world
  412. defaultmap: flat
  413. # (optional) Zoom level and map to switch to when following a player, if possible
  414. #followzoom: 3
  415. #followmap: surface
  416.  
  417. # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
  418. persist-ids-by-ip: true
  419.  
  420. # If true, map text to cyrillic
  421. cyrillic-support: false
  422.  
  423. # Messages to customize
  424. msg:
  425. maptypes: "Map Types"
  426. players: "Players"
  427. chatrequireslogin: "Chat Requires Login"
  428. chatnotallowed: "You are not permitted to send chat messages"
  429. hiddennamejoin: "Player joined"
  430. hiddennamequit: "Player quit"
  431.  
  432. # URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
  433. url:
  434. # configuration URL
  435. #configuration: "up/configuration"
  436. # update URL
  437. #update: "up/world/{world}/{timestamp}"
  438. # sendmessage URL
  439. #sendmessage: "up/sendmessage"
  440. # login URL
  441. #login: "up/login"
  442. # register URL
  443. #register: "up/register"
  444. # tiles base URL
  445. #tiles: "tiles/"
  446. # markers base URL
  447. #markers: "tiles/"
  448.  
  449. # Spout support controls
  450. spout:
  451. # If false, ignore spout even if detected
  452. enabled: true
  453. # If true, previously loaded textures will be assumed to still be valid (faster startup, but
  454. # can result in stale textures if originals are updated - delete files in texturepacks/standard/spoout
  455. # to clean cached textures and force reload on next startup)
  456. use-existing-textures: true
  457.  
  458. # Snapshot cache size, in chunks
  459. snapshotcachesize: 500
  460. # Snapshot cache uses soft references (true), else weak references (false)
  461. soft-ref-cache: true
  462.  
  463. # Set to true to enable verbose startup messages - can help with debugging map configuration problems
  464. # Set to false for a much quieter startup log
  465. verbose: false
  466.  
  467. # Enables debugging.
  468. #debuggers:
  469. # - class: org.dynmap.debug.LogDebugger
  470. # Debug: dump blocks missing render data
  471. dump-missing-blocks: false
  472.  
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