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config for dynmap

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May 5th, 2023
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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. # Set default tile scale (0 = 128px x 128x, 1 = 256px x 256px, 2 = 512px x 512px, 3 = 1024px x 1024px, 4 = 2048px x 2048px) - 0 is default
  19. # Note: changing this value will result in all maps that use the default value being required to be fully rendered
  20. #defaulttilescale: 0
  21.  
  22. # Map storage scheme: only uncomment one 'type' value
  23. #  filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting
  24. #  sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory)
  25. #  mysql: MySQL database, at hostname:port in database, accessed via userid with password
  26. #  mariadb: MariaDB database, at hostname:port in database, accessed via userid with password
  27. #  postgres: PostgreSQL database, at hostname:port in database, accessed via userid with password
  28. storage:
  29.  # Filetree storage (standard tree of image files for maps)
  30.  #type: filetree
  31.  # SQLite db for map storage (uses dbfile as storage location)
  32.  type: sqlite
  33.  #dbfile: dynmap.db
  34.  # MySQL DB for map storage (at 'hostname':'port' with flags "flags" in database 'database' using user 'userid' password 'password' and table prefix 'prefix')
  35.  #type: mysql
  36.  #hostname: localhost
  37.  #port: 3306
  38.  #database: dynmap
  39.  #userid: dynmap
  40.  #password: dynmap
  41.  #prefix: ""
  42.  #flags: "?allowReconnect=true&autoReconnect=true"
  43.  #
  44.  # AWS S3 backet web site
  45.  #type: aws_s3
  46.  #bucketname: "dynmap-bucket-name"
  47.  #region: us-east-1
  48.  #aws_access_key_id: "<aws-access-key-id>"
  49.  #aws_secret_access_key: "<aws-secret-access-key>"  
  50.  
  51. components:
  52.  - class: org.dynmap.ClientConfigurationComponent
  53.  
  54.  # Remember to change the following class to org.dynmap.JsonFileClientUpdateComponent when using an external web server.
  55.  - class: org.dynmap.InternalClientUpdateComponent
  56.    sendhealth: true
  57.    sendposition: true
  58.    allowwebchat: true
  59.    webchat-interval: 5
  60.    hidewebchatip: false
  61.    trustclientname: false
  62.    includehiddenplayers: false
  63.    # (optional) if true, color codes in player display names are used
  64.    use-name-colors: false
  65.    # (optional) if true, player login IDs will be used for web chat when their IPs match
  66.    use-player-login-ip: true
  67.    # (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
  68.    require-player-login-ip: false
  69.    # (optional) block player login IDs that are banned from chatting
  70.    block-banned-player-chat: true
  71.    # Require login for web-to-server chat (requires login-enabled: true)
  72.    webchat-requires-login: false
  73.    # If set to true, users must have dynmap.webchat permission in order to chat
  74.    webchat-permissions: false
  75.    # Limit length of single chat messages
  76.    chatlengthlimit: 256
  77.  #  # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
  78.  #  hideifshadow: 4
  79.  #  # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
  80.  #  hideifundercover: 14
  81.  #  # (Optional) if true, players that are crouching/sneaking will be hidden
  82.    hideifsneaking: false
  83.    # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
  84.    protected-player-info: false
  85.    # If true, hide players with invisibility potion effects active
  86.    hide-if-invisiblity-potion: true
  87.    # If true, player names are not shown on map, chat, list
  88.    hidenames: false
  89.  #- class: org.dynmap.JsonFileClientUpdateComponent
  90.  #  writeinterval: 1
  91.  #  sendhealth: true
  92.  #  sendposition: true
  93.  #  allowwebchat: true
  94.  #  webchat-interval: 5
  95.  #  hidewebchatip: false
  96.  #  includehiddenplayers: false
  97.  #  use-name-colors: false
  98.  #  use-player-login-ip: false
  99.  #  require-player-login-ip: false
  100.  #  block-banned-player-chat: true
  101.  #  hideifshadow: 0
  102.  #  hideifundercover: 0
  103.  #  hideifsneaking: false
  104.  #  # Require login for web-to-server chat (requires login-enabled: true)
  105.  #  webchat-requires-login: false
  106.  #  # If set to true, users must have dynmap.webchat permission in order to chat
  107.  #  webchat-permissions: false
  108.  #  # Limit length of single chat messages
  109.  #  chatlengthlimit: 256
  110.  #  hide-if-invisiblity-potion: true
  111.  #  hidenames: false
  112.  
  113.  - class: org.dynmap.SimpleWebChatComponent
  114.    allowchat: true
  115.    # If true, web UI users can supply name for chat using 'playername' URL parameter.  'trustclientname' must also be set true.
  116.    allowurlname: false
  117.  
  118.  # Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
  119.  - class: org.dynmap.MarkersComponent
  120.    type: markers
  121.    showlabel: false
  122.    enablesigns: false
  123.    # Default marker set for sign markers
  124.    default-sign-set: markers
  125.    # (optional) add spawn point markers to standard marker layer
  126.    showspawn: true
  127.    spawnicon: world
  128.    spawnlabel: "Spawn"
  129.    # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
  130.     showofflineplayers: false
  131.     offlinelabel: "Offline"
  132.     offlineicon: offlineuser
  133.     offlinehidebydefault: true
  134.     offlineminzoom: 0
  135.     maxofflinetime: 30
  136.     # (optional) layer for showing player's spawn beds
  137.    showspawnbeds: false
  138.    spawnbedlabel: "Spawn Beds"
  139.    spawnbedicon: bed
  140.    spawnbedhidebydefault: true
  141.    spawnbedminzoom: 0
  142.    spawnbedformat: "%name%'s bed"
  143.    # (optional) show world border (vanilla 1.8+)
  144.    showworldborder: true
  145.    worldborderlabel: "Border"
  146.    
  147.  - class: org.dynmap.ClientComponent
  148.    type: chat
  149.    allowurlname: false
  150.  - class: org.dynmap.ClientComponent
  151.    type: chatballoon
  152.    focuschatballoons: false
  153.  - class: org.dynmap.ClientComponent
  154.    type: chatbox
  155.    showplayerfaces: true
  156.    messagettl: 5
  157.    # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
  158.    #scrollback: 100
  159.    # Optional: set maximum number of lines visible for chatbox
  160.    #visiblelines: 10
  161.    # Optional: send push button
  162.    sendbutton: false
  163.  - class: org.dynmap.ClientComponent
  164.    type: playermarkers
  165.    showplayerfaces: true
  166.    showplayerhealth: true
  167.    # If true, show player body too (only valid if showplayerfaces=true)
  168.    showplayerbody: false
  169.    # Option to make player faces small - don't use with showplayerhealth or largeplayerfaces
  170.    smallplayerfaces: false
  171.    # Option to make player faces larger - don't use with showplayerhealth or smallplayerfaces
  172.    largeplayerfaces: false
  173.    # Optional - make player faces layer hidden by default
  174.    hidebydefault: false
  175.    # Optional - ordering priority in layer menu (low goes before high - default is 0)
  176.    layerprio: 0
  177.    # Optional - label for player marker layer (default is 'Players')
  178.    label: "Players"
  179.    
  180.  #- class: org.dynmap.ClientComponent
  181.  #  type: digitalclock
  182.  - class: org.dynmap.ClientComponent
  183.    type: link
  184.    
  185.  - class: org.dynmap.ClientComponent
  186.    type: timeofdayclock
  187.    showdigitalclock: true
  188.    showweather: true
  189.  # Mouse pointer world coordinate display
  190.  - class: org.dynmap.ClientComponent
  191.    type: coord
  192.    label: "Location"
  193.    hidey: false
  194.    show-mcr: false
  195.    show-chunk: false
  196.    
  197.  # Note: more than one logo component can be defined
  198.  #- class: org.dynmap.ClientComponent
  199.  #  type: logo
  200.  #  text: "Dynmap"
  201.  #  #logourl: "images/block_surface.png"
  202.  #  linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
  203.   #  # Valid positions: top-left, top-right, bottom-left, bottom-right
  204.   #  position: bottom-right
  205.  
  206.   #- class: org.dynmap.ClientComponent
  207.   #  type: inactive
  208.   #  timeout: 1800 # in seconds (1800 seconds = 30 minutes)
  209.   #  redirecturl: inactive.html
  210.   #  #showmessage: 'You were inactive for too long.'
  211.  
  212.   #- class: org.dynmap.TestComponent
  213.   #  stuff: "This is some configuration-value"
  214.  
  215. # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
  216. display-whitelist: false
  217.  
  218. # How often a tile gets rendered (in seconds).
  219. renderinterval: 1
  220.  
  221. # How many tiles on update queue before accelerate render interval
  222. renderacceleratethreshold: 60
  223.  
  224. # How often to render tiles when backlog is above renderacceleratethreshold
  225. renderaccelerateinterval: 0.2
  226.  
  227. # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
  228. tiles-rendered-at-once: 2
  229.  
  230. # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
  231. # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
  232. # in more competition for CPU resources with other processes
  233. usenormalthreadpriority: true
  234.  
  235. # Save and restore pending tile renders - prevents their loss on server shutdown or /reload
  236. saverestorepending: true
  237.  
  238. # Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
  239. save-pending-period: 900
  240.  
  241. # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
  242. zoomoutperiod: 30
  243.  
  244. # Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
  245. initial-zoomout-validate: true
  246.  
  247. # Default delay on processing of updated tiles, in seconds.  This can reduce potentially expensive re-rendering
  248. # of frequently updated tiles (such as due to machines, pistons, quarries or other automation).  Values can
  249. # also be set on individual worlds and individual maps.
  250. tileupdatedelay: 30
  251.  
  252. # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
  253. enabletilehash: true
  254.  
  255. # Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
  256. #hideores: true
  257.  
  258. # Optional - enabled BetterGrass style rendering of grass and snow block sides
  259. #better-grass: true
  260.  
  261. # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
  262. smooth-lighting: true
  263.  
  264. # Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
  265. #   false=classic Dynmap lighting curve
  266. use-brightness-table: true
  267.  
  268. # Optional - render specific block names using the textures and models of another block name: can be used to hide/disguise specific
  269. #  blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
  270. block-alias:
  271. #    "minecraft:quartz_ore": "stone"
  272. #    "diamond_ore": "coal_ore"
  273.  
  274. # Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100, webp, webp-q75, webp-q80, webp-q85, webp-q90, webp-q95, webp-q100, webp-l),
  275. # Note: any webp format requires the presence of the 'webp command line tools' (cwebp, dwebp) (https://developers.google.com/speed/webp/download)
  276. #
  277. # Has no effect on maps with explicit format settings
  278. image-format: jpg-q90
  279.  
  280. # If cwebp or dwebp are not on the PATH, use these settings to provide their full path.  Do not use these settings if the tools are on the PATH
  281. # For Windows, include .exe
  282. #
  283. #cwebpPath: /usr/bin/cwebp
  284. #dwebpPath: /usr/bin/dwebp
  285.  
  286. #  use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
  287. #  correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
  288. #  transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
  289. use-generated-textures: true
  290. correct-water-lighting: true
  291. transparent-leaves: true
  292.  
  293. # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
  294. ctm-support: true
  295. # custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
  296. custom-colors-support: true
  297.  
  298. # Control loading of player faces (if set to false, skins are never fetched)
  299. #fetchskins: false
  300.  
  301. # Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
  302. #refreshskins: false
  303.  
  304. # Customize URL used for fetching player skins (%player% is macro for name, %uuid% for UUID)
  305. skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
  306.  
  307. # Enable skins via SkinsRestorer plugin instead of internal legacy implementation (disabled by default)
  308. #skinsrestorer-integration: true
  309.  
  310. render-triggers:
  311.  #- playermove
  312.  #- playerjoin
  313.  - blockplaced
  314.  - blockbreak
  315.  - leavesdecay
  316.  - blockburn
  317.  - chunkgenerated
  318.  - blockformed
  319.  - blockfaded
  320.  - blockspread
  321.  - pistonmoved
  322.  - explosion
  323.  #- blockfromto
  324.  #- blockphysics
  325.  - structuregrow
  326.  - blockgrow
  327.  #- blockredstone
  328.  
  329. # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
  330. #webpage-title: "My Awesome Server Map"
  331.  
  332. # The path where the tile-files are placed.
  333. tilespath: web/tiles
  334.  
  335. # The path where the web-files are located.
  336. webpath: web
  337.  
  338. # If set to false, disable extraction of webpath content (good if using custom web UI or 3rd party web UI)
  339. # Note: web interface is unsupported in this configuration - you're on your own
  340. update-webpath-files: true
  341.  
  342. # The path were the /dynmapexp command exports OBJ ZIP files
  343. exportpath: export
  344.  
  345. # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
  346. # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
  347. #webserver-bindaddress: 0.0.0.0
  348.  
  349. # The TCP-port the webserver will listen on.
  350. webserver-port: 10372
  351.  
  352. # Maximum concurrent session on internal web server - limits resources used in Bukkit server
  353. max-sessions: 30
  354.  
  355. # Disables Webserver portion of Dynmap (Advanced users only)
  356. disable-webserver: false
  357.  
  358. # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
  359. allow-symlinks: true
  360.  
  361. # Enable login support
  362. login-enabled: false
  363. # Require login to access website (requires login-enabled: true)
  364. login-required: false
  365.  
  366. # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
  367. timesliceinterval: 0.0
  368.  
  369. # 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
  370. maxchunkspertick: 200
  371.  
  372. # Progress report interval for fullrender/radiusrender, in tiles.  Must be 100 or greater
  373. progressloginterval: 100
  374.  
  375. # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
  376. #   Note: setting this will result in much more intensive CPU use, some additional memory use.  Caution should be used when
  377. #  setting this to equal or exceed the number of physical cores on the system.
  378. #parallelrendercnt: 4
  379.  
  380. # Interval the browser should poll for updates.
  381. updaterate: 2000
  382.  
  383. # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
  384. fullrenderplayerlimit: 0
  385. # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
  386. updateplayerlimit: 0
  387. # Target limit on server thread use - msec per tick
  388. per-tick-time-limit: 50
  389. # If TPS of server is below this setting, update renders processing is paused
  390. update-min-tps: 18.0
  391. # If TPS of server is below this setting, full/radius renders processing is paused
  392. fullrender-min-tps: 18.0
  393. # If TPS of server is below this setting, zoom out processing is paused
  394. zoomout-min-tps: 18.0
  395.  
  396. showplayerfacesinmenu: true
  397.  
  398. # Control whether players that are hidden or not on current map are grayed out (true=yes)
  399. grayplayerswhenhidden: true
  400.  
  401. # Use player permissions to order player list: first to last, players are ordered by first permission listed that they have
  402. # That is, anyone with first listed permission goes before anyone with second, etc, with users with none of the nodes going last
  403. player-sort-permission-nodes:
  404.  - bukkit.command.op
  405.  
  406. # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
  407. #sidebaropened: true
  408.  
  409. # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
  410. #http-response-headers:
  411. #    Access-Control-Allow-Origin: "my-domain.com"
  412. #    X-Custom-Header-Of-Mine: "MyHeaderValue"
  413.  
  414. # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
  415. #   This now supports both IP address, and subnet ranges (e.g. 192.168.1.0/24 or 202.24.0.0/14 )
  416. trusted-proxies:
  417.  - "127.0.0.1"
  418.  - "0:0:0:0:0:0:0:1"
  419.  
  420. # Join/quit message format for web chat: set to "" to disable notice on web UI
  421. joinmessage: "%playername% joined"
  422. quitmessage: "%playername% quit"
  423.  
  424. spammessage: "You may only chat once every %interval% seconds."
  425. # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
  426. webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
  427.  
  428. # Control whether layer control is presented on the UI (default is true)
  429. showlayercontrol: true
  430.  
  431. # Enable checking for banned IPs via banned-ips.txt (internal web server only)
  432. check-banned-ips: true
  433.  
  434. # Default selection when map page is loaded
  435. defaultzoom: 0
  436. defaultworld: world
  437. defaultmap: flat
  438. # (optional) Zoom level and map to switch to when following a player, if possible
  439. #followzoom: 3
  440. #followmap: surface
  441.  
  442. # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
  443. persist-ids-by-ip: true
  444.  
  445. # If true, map text to cyrillic
  446. cyrillic-support: false
  447.  
  448. # If true, coordinates will be rounded
  449. round-coordinates: true
  450.  
  451. # Messages to customize
  452. msg:
  453.    maptypes: "Map Types"
  454.    players: "Players"
  455.    chatrequireslogin: "Chat Requires Login"
  456.    chatnotallowed: "You are not permitted to send chat messages"
  457.    hiddennamejoin: "Player joined"
  458.    hiddennamequit: "Player quit"
  459.  
  460. # URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
  461. url:
  462.    # configuration URL
  463.    #configuration: "up/configuration"
  464.    # update URL
  465.    #update: "up/world/{world}/{timestamp}"
  466.    # sendmessage URL
  467.    #sendmessage: "up/sendmessage"
  468.    # login URL
  469.    #login: "up/login"
  470.    # register URL
  471.    #register: "up/register"
  472.    # tiles base URL
  473.    #tiles: "tiles/"
  474.    # markers base URL
  475.    #markers: "tiles/"
  476.  
  477. # Customization commands - allows scripts to be run before/after certain events
  478. custom-commands:
  479.    image-updates:
  480.        # Command run just before any image file is written or updated: run with single parameter with fully qualified file name
  481.        preupdatecommand: ""
  482.        # Command run just after any image file is written or updated: run with single parameter with fully qualified file name
  483.        postupdatecommand: ""
  484.  
  485. # Snapshot cache size, in chunks
  486. snapshotcachesize: 500
  487. # Snapshot cache uses soft references (true), else weak references (false)
  488. soft-ref-cache: true
  489.  
  490. # Player enter/exit title messages for map markers
  491. #
  492. # Processing period - how often to check player positions vs markers - default is 1000ms (1 second)
  493. #enterexitperiod: 1000
  494. # Title message fade in time, in ticks (0.05 second intervals) - default is 10 (1/2 second)
  495. #titleFadeIn: 10
  496. # Title message stay time, in ticks (0.05 second intervals) - default is 70 (3.5 seconds)
  497. #titleStay: 70
  498. # Title message fade out time, in ticks (0.05 seocnd intervals) - default is 20 (1 second)
  499. #titleFadeOut: 20
  500. # Enter/exit messages use on screen titles (true - default), if false chat messages are sent instead
  501. #enterexitUseTitle: true
  502. # Set true if new enter messages should supercede pending exit messages (vs being queued in order), default false
  503. #enterReplacesExits: true
  504.  
  505. # Published public URL for Dynmap server (allows users to use 'dynmap url' command to get public URL usable to access server
  506. # If not set, 'dynmap url' will not return anything.  URL should be fully qualified (e.g. https://mc.westeroscraft.com/)
  507. #publicURL: http://my.greatserver.com/dynmap
  508.  
  509. # Send this message if the player does not have permission to use the command
  510. noPermissionMsg: "You don't have permission to use this command!"
  511.  
  512. # Set to true to enable verbose startup messages - can help with debugging map configuration problems
  513. # Set to false for a much quieter startup log
  514. verbose: false
  515.  
  516. # Enables debugging.
  517. #debuggers:
  518. #  - class: org.dynmap.debug.LogDebugger
  519. # Debug: dump blocks missing render data
  520. dump-missing-blocks: false
  521.  
  522. # 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
  523. # 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,
  524. # 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
  525. # your worlds before running with this setting enabled (set to true)
  526. #
  527. #migrate-chunks: true
  528.  
  529. # Log4J defense: string substituted for attempts to use macros in web chat
  530. hackAttemptBlurb: "(IaM5uchA1337Haxr-Ban Me!)"
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