Benjamin_Loison

Dynmap config

Aug 29th, 2017
326
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
YAML 14.96 KB | None | 0 0
  1. # All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/dynmap/
  2.  
  3. deftemplatesuffix: hires
  4.  
  5. storage:
  6.   type: filetree
  7.  
  8. components:
  9.   - class: org.dynmap.ClientConfigurationComponent
  10.  
  11.   - class: org.dynmap.InternalClientUpdateComponent
  12.     sendhealth: true
  13.     sendposition: true
  14.     allowwebchat: false
  15.     webchat-interval: 5
  16.     hidewebchatip: false
  17.     trustclientname: false
  18.     includehiddenplayers: false
  19.     # (optional) if true, color codes in player display names are used
  20.     use-name-colors: false
  21.     # (optional) if true, player login IDs will be used for web chat when their IPs match
  22.     use-player-login-ip: true
  23.     # (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
  24.     require-player-login-ip: false
  25.     # (optional) block player login IDs that are banned from chatting
  26.     block-banned-player-chat: true
  27.     # Require login for web-to-server chat (requires login-enabled: true)
  28.     webchat-requires-login: false
  29.     # If set to true, users must have dynmap.webchat permission in order to chat
  30.     webchat-permissions: false
  31.     # Limit length of single chat messages
  32.     chatlengthlimit: 256
  33.   #  # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
  34.   #  hideifshadow: 4
  35.   #  # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
  36.   #  hideifundercover: 14
  37.   #  # (Optional) if true, players that are crouching/sneaking will be hidden
  38.     hideifsneaking: false
  39.     # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
  40.     protected-player-info: true
  41.     # If true, hide players with invisibility potion effects active
  42.     hide-if-invisiblity-potion: true
  43.     # If true, player names are not shown on map, chat, list
  44.     hidenames: false
  45.    
  46.   - class: org.dynmap.SimpleWebChatComponent
  47.     allowchat: false
  48.     # If true, web UI users can supply name for chat using 'playername' URL parameter.  'trustclientname' must also be set true.
  49.     allowurlname: false
  50.  
  51.   # Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
  52.   - class: org.dynmap.MarkersComponent
  53.     type: markers
  54.     showlabel: false
  55.     enablesigns: false
  56.     # Default marker set for sign markers
  57.     default-sign-set: markers
  58.     # (optional) add spawn point markers to standard marker layer
  59.     showspawn: true
  60.     spawnicon: world
  61.     spawnlabel: "Spawn"
  62.     # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
  63.     showofflineplayers: false
  64.     offlinelabel: "Offline"
  65.     offlineicon: offlineuser
  66.     offlinehidebydefault: true
  67.     offlineminzoom: 0
  68.     maxofflinetime: 30
  69.     # (optional) layer for showing player's spawn beds
  70.     showspawnbeds: false
  71.     spawnbedlabel: "Spawn Beds"
  72.     spawnbedicon: bed
  73.     spawnbedhidebydefault: true
  74.     spawnbedminzoom: 0
  75.     spawnbedformat: "%name%'s bed"
  76.    
  77.   - class: org.dynmap.ClientComponent
  78.     type: chat
  79.     allowurlname: false
  80.   - class: org.dynmap.ClientComponent
  81.     type: chatballoon
  82.     focuschatballoons: false
  83.   - class: org.dynmap.ClientComponent
  84.     type: chatbox
  85.     showplayerfaces: true
  86.     messagettl: 5
  87.     # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
  88.     #scrollback: 100
  89.     # Optiona; set maximum number of lines visible for chatbox
  90.     #visiblelines: 10
  91.     # Optional: send push button
  92.     sendbutton: false
  93.   - class: org.dynmap.ClientComponent
  94.     type: playermarkers
  95.     showplayerfaces: true
  96.     showplayerhealth: false
  97.     # If true, show player body too (only valid if showplayerfaces=true
  98.     showplayerbody: false
  99.     # Option to make player faces small - don't use with showplayerhealth
  100.     smallplayerfaces: false
  101.     # Optional - make player faces layer hidden by default
  102.     hidebydefault: false
  103.     # Optional - ordering priority in layer menu (low goes before high - default is 0)
  104.     layerprio: 0
  105.     # Optional - label for player marker layer (default is 'Players')
  106.     label: "Players"
  107.    
  108.   #- class: org.dynmap.ClientComponent
  109.   #  type: digitalclock
  110.   - class: org.dynmap.ClientComponent
  111.     type: link
  112.    
  113.   - class: org.dynmap.ClientComponent
  114.     type: timeofdayclock
  115.     showdigitalclock: true
  116.     #showweather: true
  117.   # Mouse pointer world coordinate display
  118.   - class: org.dynmap.ClientComponent
  119.     type: coord
  120.     label: "Location"
  121.     hidey: false
  122.     show-mcr: false
  123.    
  124. # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
  125. display-whitelist: false
  126.  
  127. # How often a tile gets rendered (in seconds).
  128. renderinterval: 1
  129.  
  130. # How many tiles on update queue before accelerate render interval
  131. renderacceleratethreshold: 60
  132.  
  133. # How often to render tiles when backlog is above renderacceleratethreshold
  134. renderaccelerateinterval: 0.2
  135.  
  136. # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
  137. tiles-rendered-at-once: 2
  138.  
  139. # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
  140. # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
  141. # in more competition for CPU resources with other processes
  142. usenormalthreadpriority: true
  143.  
  144. # Save and restore pending tile renders - prevents their loss on server shutdown or /reload
  145. saverestorepending: true
  146.  
  147. # Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
  148. save-pending-period: 900
  149.  
  150. # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
  151. zoomoutperiod: 30
  152.  
  153. # Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
  154. initial-zoomout-validate: true
  155.  
  156. # Default delay on processing of updated tiles, in seconds.  This can reduce potentially expensive re-rendering
  157. # of frequently updated tiles (such as due to machines, pistons, quarries or other automation).  Values can
  158. # also be set on individual worlds and individual maps.
  159. tileupdatedelay: 30
  160.  
  161. # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
  162. enabletilehash: true
  163.  
  164. # Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
  165. #hideores: true
  166.  
  167. # Optional - enabled BetterGrass style rendering of grass and snow block sides
  168. #better-grass: true
  169.  
  170. # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
  171. smooth-lighting: true
  172.  
  173. # Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
  174. #   false=classic Dynmap lighting curve
  175. use-brightness-table: true
  176.  
  177. # Optional - render specific block IDs using the texures and models of another block ID: can be used to hide/disguise specific
  178. #  blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
  179. block-id-alias:
  180. #    "14": 1
  181. #    "15": 1
  182. #    "16": 1
  183.  
  184. # Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
  185. # Has no effect on maps with explicit format settings
  186. image-format: png
  187.  
  188. #  use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
  189. #  correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
  190. #  transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
  191. use-generated-textures: true
  192. correct-water-lighting: true
  193. transparent-leaves: true
  194.  
  195. # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
  196. ctm-support: true
  197. # custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
  198. custom-colors-support: true
  199.  
  200. # Control loading of player faces (if set to false, skins are never fetched)
  201. #fetchskins: false
  202.  
  203. # Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
  204. #refreshskins: false
  205.  
  206. # Customize URL used for fetching player skins (%player% is macro for name)
  207. skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
  208.  
  209. # Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
  210. #   default is 'newrose' (preserve pre-1.0 maps, rotate rose)
  211. #   'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)
  212. compass-mode: newnorth
  213.  
  214. # Triggers for automatic updates : blockupdate-with-id is debug for breaking down updates by ID:meta
  215. # To disable, set just 'none' and comment/delete the rest
  216. render-triggers:
  217.  - blockupdate
  218.   #- blockupdate-with-id
  219.   #- lightingupdate
  220.   - chunkpopulate
  221.   - chunkgenerate
  222.   #- none
  223.  
  224. # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
  225. #webpage-title: "My Awesome Server Map"
  226.  
  227. # The path where the tile-files are placed.
  228. tilespath: web/tiles
  229.  
  230. # The path where the web-files are located.
  231. webpath: web
  232.  
  233. # The path were the /dynmapexp command exports OBJ ZIP files
  234. exportpath: export
  235.  
  236. # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
  237. # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
  238. #webserver-bindaddress: 0.0.0.0
  239.  
  240. # The TCP-port the webserver will listen on.
  241. webserver-port: 34567
  242.  
  243. # Maximum concurrent session on internal web server - limits resources used in Bukkit server
  244. max-sessions: 30
  245.  
  246. # Disables Webserver portion of Dynmap (Advanced users only)
  247. disable-webserver: false
  248.  
  249. # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
  250. allow-symlinks: true
  251.  
  252. # Enable login support
  253. login-enabled: true
  254. # Require login to access website (requires login-enabled: true)
  255. login-required: false
  256.  
  257. # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
  258. timesliceinterval: 0.0
  259.  
  260. # 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
  261. maxchunkspertick: 200
  262.  
  263. # Progress report interval for fullrender/radiusrender, in tiles.  Must be 100 or greater
  264. progressloginterval: 100
  265.  
  266. # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
  267. #   Note: setting this will result in much more intensive CPU use, some additional memory use.  Caution should be used when
  268. #  setting this to equal or exceed the number of physical cores on the system.
  269. #parallelrendercnt: 4
  270.  
  271. # Interval the browser should poll for updates.
  272. updaterate: 2000
  273.  
  274. # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
  275. fullrenderplayerlimit: 0
  276. # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
  277. updateplayerlimit: 1
  278. # Target limit on server thread use - msec per tick
  279. per-tick-time-limit: 50
  280. # If TPS of server is below this setting, update renders processing is paused
  281. update-min-tps: 18.0
  282. # If TPS of server is below this setting, full/radius renders processing is paused
  283. fullrender-min-tps: 18.0
  284. # If TPS of server is below this setting, zoom out processing is paused
  285. zoomout-min-tps: 18.0
  286.  
  287. showplayerfacesinmenu: true
  288.  
  289. # Control whether players that are hidden or not on current map are grayed out (true=yes)
  290. grayplayerswhenhidden: true
  291.  
  292. # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
  293. #sidebaropened: true
  294.  
  295. # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
  296. #http-response-headers:
  297. #    Access-Control-Allow-Origin: "my-domain.com"
  298. #    X-Custom-Header-Of-Mine: "MyHeaderValue"
  299.  
  300. # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
  301. trusted-proxies:
  302.  - "127.0.0.1"
  303.   - "0:0:0:0:0:0:0:1"
  304.  
  305. joinmessage: "%playername% joined"
  306. quitmessage: "%playername% quit"
  307. spammessage: "You may only chat once every %interval% seconds."
  308. # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
  309. webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
  310.  
  311. # Control whether layer control is presented on the UI (default is true)
  312. showlayercontrol: true
  313.  
  314. # Enable checking for banned IPs via banned-ips.txt (internal web server only)
  315. check-banned-ips: true
  316.  
  317. # Default selection when map page is loaded
  318. defaultzoom: 0
  319. defaultworld: world
  320. defaultmap: flat
  321. # (optional) Zoom level and map to switch to when following a player, if possible
  322. #followzoom: 3
  323. #followmap: surface
  324.  
  325. # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
  326. persist-ids-by-ip: true
  327.  
  328. # If true, map text to cyrillic
  329. cyrillic-support: false
  330.  
  331. # Messages to customize
  332. msg:
  333.     maptypes: "Map Types"
  334.     players: "Players"
  335.     chatrequireslogin: "Chat Requires Login"
  336.     chatnotallowed: "You are not permitted to send chat messages"
  337.     hiddennamejoin: "Player joined"
  338.     hiddennamequit: "Player quit"
  339.  
  340. # URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
  341. url:
  342.    # configuration URL
  343.     #configuration: "up/configuration"
  344.     # update URL
  345.     #update: "up/world/{world}/{timestamp}"
  346.     # sendmessage URL
  347.     #sendmessage: "up/sendmessage"
  348.     # login URL
  349.     #login: "up/login"
  350.     # register URL
  351.     #register: "up/register"
  352.     # tiles base URL
  353.     #tiles: "tiles/"
  354.     # markers base URL
  355.     #markers: "tiles/"
  356.    
  357. # Spout support controls
  358. spout:
  359.    # If false, ignore spout even if detected
  360.     enabled: true
  361.     # If true, previously loaded textures will be assumed to still be valid (faster startup, but
  362.     # can result in stale textures if originals are updated - delete files in texturepacks/standard/spoout
  363.     # to clean cached textures and force reload on next startup)
  364.     use-existing-textures: true
  365.  
  366. # Snapshot cache size, in chunks
  367. snapshotcachesize: 500
  368. # Snapshot cache uses soft references (true), else weak references (false)
  369. soft-ref-cache: true
  370.    
  371. # Set to true to enable verbose startup messages - can help with debugging map configuration problems
  372. # Set to false for a much quieter startup log
  373. verbose: false
  374.  
  375. # Enables debugging.
  376. #debuggers:
  377. #  - class: org.dynmap.debug.LogDebugger
  378. # Debug: dump blocks missing render data
  379. dump-missing-blocks: false
Add Comment
Please, Sign In to add comment