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Dynmap Config

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Jul 18th, 2018
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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' 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: 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. # (optional) show world border (vanilla 1.8+)
  129. showworldborder: true
  130.  
  131. - class: org.dynmap.ClientComponent
  132. type: chat
  133. allowurlname: false
  134. - class: org.dynmap.ClientComponent
  135. type: chatballoon
  136. focuschatballoons: false
  137. - class: org.dynmap.ClientComponent
  138. type: chatbox
  139. showplayerfaces: true
  140. messagettl: 5
  141. # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
  142. #scrollback: 100
  143. # Optiona; set maximum number of lines visible for chatbox
  144. #visiblelines: 10
  145. # Optional: send push button
  146. sendbutton: false
  147. - class: org.dynmap.ClientComponent
  148. type: playermarkers
  149. showplayerfaces: true
  150. showplayerhealth: true
  151. # If true, show player body too (only valid if showplayerfaces=true
  152. showplayerbody: false
  153. # Option to make player faces small - don't use with showplayerhealth
  154. smallplayerfaces: false
  155. # Optional - make player faces layer hidden by default
  156. hidebydefault: false
  157. # Optional - ordering priority in layer menu (low goes before high - default is 0)
  158. layerprio: 0
  159. # Optional - label for player marker layer (default is 'Players')
  160. label: "Players"
  161.  
  162. #- class: org.dynmap.ClientComponent
  163. # type: digitalclock
  164. - class: org.dynmap.ClientComponent
  165. type: link
  166.  
  167. - class: org.dynmap.ClientComponent
  168. type: timeofdayclock
  169. showdigitalclock: true
  170. showweather: true
  171. # Mouse pointer world coordinate display
  172. - class: org.dynmap.ClientComponent
  173. type: coord
  174. label: "Location"
  175. hidey: false
  176. show-mcr: false
  177.  
  178. # Note: more than one logo component can be defined
  179. #- class: org.dynmap.ClientComponent
  180. # type: logo
  181. # text: "Dynmap"
  182. # #logourl: "images/block_surface.png"
  183. # linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
  184. # # Valid positions: top-left, top-right, bottom-left, bottom-right
  185. # position: bottom-right
  186.  
  187. #- class: org.dynmap.ClientComponent
  188. # type: inactive
  189. # timeout: 1800 # in seconds (1800 seconds = 30 minutes)
  190. # redirecturl: inactive.html
  191. # #showmessage: 'You were inactive for too long.'
  192.  
  193. #- class: org.dynmap.TestComponent
  194. # stuff: "This is some configuration-value"
  195.  
  196. # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
  197. display-whitelist: false
  198.  
  199. # How often a tile gets rendered (in seconds).
  200. renderinterval: 1
  201.  
  202. # How many tiles on update queue before accelerate render interval
  203. renderacceleratethreshold: 60
  204.  
  205. # How often to render tiles when backlog is above renderacceleratethreshold
  206. renderaccelerateinterval: 0.2
  207.  
  208. # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
  209. tiles-rendered-at-once: 2
  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 IDs using the texures and models of another block ID: 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-id-alias:
  252. # "14": 1
  253. # "15": 1
  254. # "16": 1
  255.  
  256. # Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
  257. # Has no effect on maps with explicit format settings
  258. image-format: png
  259.  
  260. # use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
  261. # correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
  262. # transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
  263. use-generated-textures: true
  264. correct-water-lighting: true
  265. transparent-leaves: true
  266.  
  267. # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
  268. ctm-support: true
  269. # custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
  270. custom-colors-support: true
  271.  
  272. # Control loading of player faces (if set to false, skins are never fetched)
  273. #fetchskins: false
  274.  
  275. # Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
  276. #refreshskins: false
  277.  
  278. # Customize URL used for fetching player skins (%player% is macro for name)
  279. skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
  280.  
  281. # Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
  282. # default is 'newrose' (preserve pre-1.0 maps, rotate rose)
  283. # 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)
  284. compass-mode: newnorth
  285.  
  286. render-triggers:
  287. #- playermove
  288. #- playerjoin
  289. - blockplaced
  290. - blockbreak
  291. - leavesdecay
  292. - blockburn
  293. - chunkgenerated
  294. - blockformed
  295. - blockfaded
  296. - blockspread
  297. - pistonmoved
  298. - explosion
  299. #- blockfromto
  300. #- blockphysics
  301. - structuregrow
  302. - blockgrow
  303. #- blockredstone
  304.  
  305. # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
  306. #webpage-title: "My Awesome Server Map"
  307.  
  308. # The path where the tile-files are placed.
  309. tilespath: web/tiles
  310.  
  311. # The path where the web-files are located.
  312. webpath: web
  313.  
  314. # The path were the /dynmapexp command exports OBJ ZIP files
  315. exportpath: export
  316.  
  317. # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
  318. # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
  319. #webserver-bindaddress: 0.0.0.0
  320.  
  321. # The TCP-port the webserver will listen on.
  322. webserver-port: 20004
  323.  
  324. # Maximum concurrent session on internal web server - limits resources used in Bukkit server
  325. max-sessions: 30
  326.  
  327. # Disables Webserver portion of Dynmap (Advanced users only)
  328. disable-webserver: false
  329.  
  330. # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
  331. allow-symlinks: true
  332.  
  333. # Enable login support
  334. login-enabled: false
  335. # Require login to access website (requires login-enabled: true)
  336. login-required: false
  337.  
  338. # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
  339. timesliceinterval: 0.0
  340.  
  341. # 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
  342. maxchunkspertick: 200
  343.  
  344. # Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
  345. progressloginterval: 100
  346.  
  347. # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
  348. # Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when
  349. # setting this to equal or exceed the number of physical cores on the system.
  350. #parallelrendercnt: 4
  351.  
  352. # Interval the browser should poll for updates.
  353. updaterate: 2000
  354.  
  355. # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
  356. fullrenderplayerlimit: 0
  357. # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
  358. updateplayerlimit: 0
  359. # Target limit on server thread use - msec per tick
  360. per-tick-time-limit: 50
  361. # If TPS of server is below this setting, update renders processing is paused
  362. update-min-tps: 18.0
  363. # If TPS of server is below this setting, full/radius renders processing is paused
  364. fullrender-min-tps: 18.0
  365. # If TPS of server is below this setting, zoom out processing is paused
  366. zoomout-min-tps: 18.0
  367.  
  368. showplayerfacesinmenu: true
  369.  
  370. # Control whether players that are hidden or not on current map are grayed out (true=yes)
  371. grayplayerswhenhidden: true
  372.  
  373. # Use player permissions to order player list: first to last, players are ordered by first permission listed that they have
  374. # That is, anyone with first listed permission goes before anyone with second, etc, with users with none of the nodes going last
  375. player-sort-permission-nodes:
  376. - bukkit.command.op
  377.  
  378. # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
  379. #sidebaropened: true
  380.  
  381. # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
  382. #http-response-headers:
  383. # Access-Control-Allow-Origin: "my-domain.com"
  384. # X-Custom-Header-Of-Mine: "MyHeaderValue"
  385.  
  386. # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
  387. trusted-proxies:
  388. - "127.0.0.1"
  389. - "0:0:0:0:0:0:0:1"
  390.  
  391. # Join/quit message format for web chat: set to "" to disable notice on web UI
  392. joinmessage: "%playername% joined"
  393. quitmessage: "%playername% quit"
  394.  
  395. spammessage: "You may only chat once every %interval% seconds."
  396. # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
  397. webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
  398.  
  399. # Control whether layer control is presented on the UI (default is true)
  400. showlayercontrol: true
  401.  
  402. # Enable checking for banned IPs via banned-ips.txt (internal web server only)
  403. check-banned-ips: true
  404.  
  405. # Default selection when map page is loaded
  406. defaultzoom: 0
  407. defaultworld: world
  408. defaultmap: flat
  409. # (optional) Zoom level and map to switch to when following a player, if possible
  410. #followzoom: 3
  411. #followmap: surface
  412.  
  413. # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
  414. persist-ids-by-ip: true
  415.  
  416. # If true, map text to cyrillic
  417. cyrillic-support: false
  418.  
  419. # If true, coordinates will be rounded
  420. round-coordinates: true
  421.  
  422. # Messages to customize
  423. msg:
  424. maptypes: "Map Types"
  425. players: "Players"
  426. chatrequireslogin: "Chat Requires Login"
  427. chatnotallowed: "You are not permitted to send chat messages"
  428. hiddennamejoin: "Player joined"
  429. hiddennamequit: "Player quit"
  430.  
  431. # URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
  432. url:
  433. # configuration URL
  434. #configuration: "up/configuration"
  435. # update URL
  436. #update: "up/world/{world}/{timestamp}"
  437. # sendmessage URL
  438. #sendmessage: "up/sendmessage"
  439. # login URL
  440. #login: "up/login"
  441. # register URL
  442. #register: "up/register"
  443. # tiles base URL
  444. #tiles: "tiles/"
  445. # markers base URL
  446. #markers: "tiles/"
  447.  
  448. # Spout support controls
  449. spout:
  450. # If false, ignore spout even if detected
  451. enabled: true
  452. # If true, previously loaded textures will be assumed to still be valid (faster startup, but
  453. # can result in stale textures if originals are updated - delete files in texturepacks/standard/spoout
  454. # to clean cached textures and force reload on next startup)
  455. use-existing-textures: true
  456.  
  457. # Customization commands - allows scripts to be run before/after certain events
  458. custom-commands:
  459. image-updates:
  460. # Command run just before any image file is written or updated: run with single parameter with fully qualified file name
  461. preupdatecommand: ""
  462. # Command run just after any image file is written or updated: run with single parameter with fully qualified file name
  463. postupdatecommand: ""
  464.  
  465. # Snapshot cache size, in chunks
  466. snapshotcachesize: 500
  467. # Snapshot cache uses soft references (true), else weak references (false)
  468. soft-ref-cache: true
  469.  
  470. # Set to true to enable verbose startup messages - can help with debugging map configuration problems
  471. # Set to false for a much quieter startup log
  472. verbose: false
  473.  
  474. # Enables debugging.
  475. #debuggers:
  476. # - class: org.dynmap.debug.LogDebugger
  477. # Debug: dump blocks missing render data
  478. dump-missing-blocks: false
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