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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. # mariadb: MariaDB database, at hostname:port in database, accessed via userid with password
  23. # postgres: PostgreSQL database, at hostname:port in database, accessed via userid with password
  24. storage:
  25. # Filetree storage (standard tree of image files for maps)
  26. type: filetree
  27. # SQLite db for map storage (uses dbfile as storage location)
  28. #type: sqlite
  29. #dbfile: dynmap.db
  30. # MySQL DB for map storage (at 'hostname':'port' in database 'database' using user 'userid' password 'password' and table prefix 'prefix'
  31. #type: mysql
  32. #hostname: localhost
  33. #port: 3306
  34. #database: dynmap
  35. #userid: dynmap
  36. #password: dynmap
  37. #prefix: ""
  38.  
  39. components:
  40. - class: org.dynmap.ClientConfigurationComponent
  41.  
  42. # Remember to change the following class to org.dynmap.JsonFileClientUpdateComponent when using an external web server.
  43. - class: org.dynmap.InternalClientUpdateComponent
  44. sendhealth: true
  45. sendposition: true
  46. allowwebchat: true
  47. webchat-interval: 5
  48. hidewebchatip: false
  49. trustclientname: false
  50. includehiddenplayers: false
  51. # (optional) if true, color codes in player display names are used
  52. use-name-colors: false
  53. # (optional) if true, player login IDs will be used for web chat when their IPs match
  54. use-player-login-ip: true
  55. # (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
  56. require-player-login-ip: false
  57. # (optional) block player login IDs that are banned from chatting
  58. block-banned-player-chat: true
  59. # Require login for web-to-server chat (requires login-enabled: true)
  60. webchat-requires-login: false
  61. # If set to true, users must have dynmap.webchat permission in order to chat
  62. webchat-permissions: false
  63. # Limit length of single chat messages
  64. chatlengthlimit: 256
  65. # # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
  66. # hideifshadow: 4
  67. # # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
  68. # hideifundercover: 14
  69. # # (Optional) if true, players that are crouching/sneaking will be hidden
  70. hideifsneaking: false
  71. # optional, if true, players that are in spectator mode will be hidden
  72. hideifspectator: false
  73. # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
  74. protected-player-info: false
  75. # If true, hide players with invisibility potion effects active
  76. hide-if-invisiblity-potion: true
  77. # If true, player names are not shown on map, chat, list
  78. hidenames: false
  79. #- class: org.dynmap.JsonFileClientUpdateComponent
  80. # writeinterval: 1
  81. # sendhealth: true
  82. # sendposition: true
  83. # allowwebchat: true
  84. # webchat-interval: 5
  85. # hidewebchatip: false
  86. # includehiddenplayers: false
  87. # use-name-colors: false
  88. # use-player-login-ip: false
  89. # require-player-login-ip: false
  90. # block-banned-player-chat: true
  91. # hideifshadow: 0
  92. # hideifundercover: 0
  93. # hideifsneaking: false
  94. # # Require login for web-to-server chat (requires login-enabled: true)
  95. # webchat-requires-login: false
  96. # # If set to true, users must have dynmap.webchat permission in order to chat
  97. # webchat-permissions: false
  98. # # Limit length of single chat messages
  99. # chatlengthlimit: 256
  100. # hide-if-invisiblity-potion: true
  101. # hidenames: false
  102.  
  103. - class: org.dynmap.SimpleWebChatComponent
  104. allowchat: true
  105. # If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.
  106. allowurlname: false
  107.  
  108. # Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
  109. - class: org.dynmap.MarkersComponent
  110. type: markers
  111. showlabel: false
  112. enablesigns: false
  113. # Default marker set for sign markers
  114. default-sign-set: markers
  115. # (optional) add spawn point markers to standard marker layer
  116. showspawn: true
  117. spawnicon: world
  118. spawnlabel: "Spawn"
  119. # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
  120. showofflineplayers: false
  121. offlinelabel: "Offline"
  122. offlineicon: offlineuser
  123. offlinehidebydefault: true
  124. offlineminzoom: 0
  125. maxofflinetime: 30
  126. # (optional) layer for showing player's spawn beds
  127. showspawnbeds: false
  128. spawnbedlabel: "Spawn Beds"
  129. spawnbedicon: bed
  130. spawnbedhidebydefault: true
  131. spawnbedminzoom: 0
  132. spawnbedformat: "%name%'s bed"
  133. spawnbedremoveonplayerleave: true
  134. # (optional) Show world border (vanilla 1.8+)
  135. showworldborder: true
  136. worldborderlabel: "Border"
  137.  
  138. - class: org.dynmap.ClientComponent
  139. type: chat
  140. allowurlname: false
  141. - class: org.dynmap.ClientComponent
  142. type: chatballoon
  143. focuschatballoons: false
  144. - class: org.dynmap.ClientComponent
  145. type: chatbox
  146. showplayerfaces: true
  147. messagettl: 5
  148. # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
  149. #scrollback: 100
  150. # Optional: set maximum number of lines visible for chatbox
  151. #visiblelines: 10
  152. # Optional: send push button
  153. sendbutton: false
  154. - class: org.dynmap.ClientComponent
  155. type: playermarkers
  156. showplayerfaces: true
  157. showplayerhealth: true
  158. # If true, show player body too (only valid if showplayerfaces=true)
  159. showplayerbody: false
  160. # Option to make player faces small - don't use with showplayerhealth or largeplayerfaces
  161. smallplayerfaces: false
  162. # Option to make player faces larger - don't use with showplayerhealth or smallplayerfaces
  163. largeplayerfaces: false
  164. # Optional - make player faces layer hidden by default
  165. hidebydefault: false
  166. # Optional - ordering priority in layer menu (low goes before high - default is 0)
  167. layerprio: 0
  168. # Optional - label for player marker layer (default is 'Players')
  169. label: "Players"
  170.  
  171. #- class: org.dynmap.ClientComponent
  172. # type: digitalclock
  173. - class: org.dynmap.ClientComponent
  174. type: link
  175.  
  176. - class: org.dynmap.ClientComponent
  177. type: timeofdayclock
  178. showdigitalclock: true
  179. #showweather: true
  180. # Mouse pointer world coordinate display
  181. - class: org.dynmap.ClientComponent
  182. type: coord
  183. label: "Location"
  184. hidey: false
  185. show-mcr: false
  186. show-chunk: false
  187.  
  188. # Note: more than one logo component can be defined
  189. #- class: org.dynmap.ClientComponent
  190. # type: logo
  191. # text: "Dynmap"
  192. # #logourl: "images/block_surface.png"
  193. # linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
  194. # # Valid positions: top-left, top-right, bottom-left, bottom-right
  195. # position: bottom-right
  196.  
  197. #- class: org.dynmap.ClientComponent
  198. # type: inactive
  199. # timeout: 1800 # in seconds (1800 seconds = 30 minutes)
  200. # redirecturl: inactive.html
  201. # #showmessage: 'You were inactive for too long.'
  202.  
  203. #- class: org.dynmap.TestComponent
  204. # stuff: "This is some configuration-value"
  205.  
  206. # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
  207. display-whitelist: false
  208.  
  209. # How often a tile gets rendered (in seconds).
  210. renderinterval: 1
  211.  
  212. # How many tiles on update queue before accelerate render interval
  213. renderacceleratethreshold: 60
  214.  
  215. # How often to render tiles when backlog is above renderacceleratethreshold
  216. renderaccelerateinterval: 0.2
  217.  
  218. # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
  219. tiles-rendered-at-once: 2
  220.  
  221. # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
  222. # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
  223. # in more competition for CPU resources with other processes
  224. usenormalthreadpriority: true
  225.  
  226. # Save and restore pending tile renders - prevents their loss on server shutdown or /reload
  227. saverestorepending: true
  228.  
  229. # Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
  230. save-pending-period: 900
  231.  
  232. # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
  233. zoomoutperiod: 30
  234.  
  235. # Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
  236. initial-zoomout-validate: true
  237.  
  238. # Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering
  239. # of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can
  240. # also be set on individual worlds and individual maps.
  241. tileupdatedelay: 30
  242.  
  243. # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
  244. enabletilehash: true
  245.  
  246. # Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
  247. #hideores: true
  248.  
  249. # Optional - enabled BetterGrass style rendering of grass and snow block sides
  250. #better-grass: true
  251.  
  252. # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
  253. smooth-lighting: true
  254.  
  255. # Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
  256. # false=classic Dynmap lighting curve
  257. use-brightness-table: true
  258.  
  259. # Optional - render specific block names using the textures and models of another block name: can be used to hide/disguise specific
  260. # blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
  261. block-alias:
  262. # "minecraft:quartz_ore": "stone"
  263. # "diamond_ore": "coal_ore"
  264.  
  265. # 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),
  266. # Note: any webp format requires the presence of the 'webp command line tools' (cwebp, dwebp) (https://developers.google.com/speed/webp/download)
  267. #
  268. # Has no effect on maps with explicit format settings
  269. image-format: jpg-q90
  270.  
  271. # 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
  272. # For Windows, include .exe
  273. #
  274. #cwebpPath: /usr/bin/cwebp
  275. #dwebpPath: /usr/bin/dwebp
  276.  
  277. # use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
  278. # correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
  279. # transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
  280. use-generated-textures: true
  281. correct-water-lighting: true
  282. transparent-leaves: true
  283.  
  284. # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
  285. ctm-support: true
  286. # custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
  287. custom-colors-support: true
  288.  
  289. # Control loading of player faces (if set to false, skins are never fetched)
  290. #fetchskins: false
  291.  
  292. # Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
  293. #refreshskins: false
  294.  
  295. # Customize URL used for fetching player skins (%player% is macro for name, %uuid% for UUID)
  296. skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
  297.  
  298. # Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
  299. # default is 'newrose' (preserve pre-1.0 maps, rotate rose)
  300. # 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)
  301. compass-mode: newnorth
  302.  
  303. # Triggers for automatic updates : blockupdate-with-id is debug for breaking down updates by ID:meta
  304. # To disable, set just 'none' and comment/delete the rest
  305. render-triggers:
  306. - blockupdate
  307. #- blockupdate-with-id
  308. #- lightingupdate
  309. - chunkpopulate
  310. - chunkgenerate
  311. #- none
  312.  
  313. # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
  314. #webpage-title: "My Awesome Server Map"
  315.  
  316. # The path where the tile-files are placed.
  317. tilespath: web/tiles
  318.  
  319. # The path where the web-files are located.
  320. webpath: web
  321.  
  322. # If set to false, disable extraction of webpath content (good if using custom web UI or 3rd party web UI)
  323. # Note: web interface is unsupported in this configuration - you're on your own
  324. update-webpath-files: true
  325.  
  326. # The path were the /dynmapexp command exports OBJ ZIP files
  327. exportpath: export
  328.  
  329. # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
  330. # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
  331. #webserver-bindaddress: 0.0.0.0
  332.  
  333. # The TCP-port the webserver will listen on.
  334. webserver-port: 8123
  335.  
  336. # Maximum concurrent session on internal web server - limits resources used in Bukkit server
  337. max-sessions: 30
  338.  
  339. # Disables Webserver portion of Dynmap (Advanced users only)
  340. disable-webserver: false
  341.  
  342. # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
  343. allow-symlinks: true
  344.  
  345. # Enable login support
  346. login-enabled: false
  347. # Require login to access website (requires login-enabled: true)
  348. login-required: false
  349.  
  350. # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
  351. timesliceinterval: 0.0
  352.  
  353. # 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
  354. maxchunkspertick: 200
  355.  
  356. # Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
  357. progressloginterval: 100
  358.  
  359. # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
  360. # Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when
  361. # setting this to equal or exceed the number of physical cores on the system.
  362. #parallelrendercnt: 4
  363.  
  364. # Interval the browser should poll for updates.
  365. updaterate: 2000
  366.  
  367. # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
  368. fullrenderplayerlimit: 0
  369. # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
  370. updateplayerlimit: 0
  371. # Target limit on server thread use - msec per tick
  372. per-tick-time-limit: 50
  373. # If TPS of server is below this setting, update renders processing is paused
  374. update-min-tps: 18.0
  375. # If TPS of server is below this setting, full/radius renders processing is paused
  376. fullrender-min-tps: 18.0
  377. # If TPS of server is below this setting, zoom out processing is paused
  378. zoomout-min-tps: 18.0
  379.  
  380. showplayerfacesinmenu: true
  381.  
  382. # Control whether players that are hidden or not on current map are grayed out (true=yes)
  383. grayplayerswhenhidden: true
  384.  
  385. # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
  386. #sidebaropened: true
  387.  
  388. # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
  389. #http-response-headers:
  390. # Access-Control-Allow-Origin: "my-domain.com"
  391. # X-Custom-Header-Of-Mine: "MyHeaderValue"
  392.  
  393. # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
  394. trusted-proxies:
  395. - "127.0.0.1"
  396. - "0:0:0:0:0:0:0:1"
  397.  
  398. joinmessage: "%playername% joined"
  399. quitmessage: "%playername% quit"
  400. spammessage: "You may only chat once every %interval% seconds."
  401. # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
  402. webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
  403.  
  404. # Control whether layer control is presented on the UI (default is true)
  405. showlayercontrol: true
  406.  
  407. # Enable checking for banned IPs via banned-ips.txt (internal web server only)
  408. check-banned-ips: true
  409.  
  410. # Default selection when map page is loaded
  411. defaultzoom: 0
  412. defaultworld: world
  413. defaultmap: flat
  414. # (optional) Zoom level and map to switch to when following a player, if possible
  415. #followzoom: 3
  416. #followmap: surface
  417.  
  418. # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
  419. persist-ids-by-ip: true
  420.  
  421. # If true, map text to cyrillic
  422. cyrillic-support: false
  423.  
  424. # Messages to customize
  425. msg:
  426. maptypes: "Map Types"
  427. players: "Players"
  428. chatrequireslogin: "Chat Requires Login"
  429. chatnotallowed: "You are not permitted to send chat messages"
  430. hiddennamejoin: "Player joined"
  431. hiddennamequit: "Player quit"
  432.  
  433. # URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
  434. url:
  435. # configuration URL
  436. #configuration: "up/configuration"
  437. # update URL
  438. #update: "up/world/{world}/{timestamp}"
  439. # sendmessage URL
  440. #sendmessage: "up/sendmessage"
  441. # login URL
  442. #login: "up/login"
  443. # register URL
  444. #register: "up/register"
  445. # tiles base URL
  446. #tiles: "tiles/"
  447. # markers base URL
  448. #markers: "tiles/"
  449. # Snapshot cache size, in chunks
  450. snapshotcachesize: 500
  451. # Snapshot cache uses soft references (true), else weak references (false)
  452. soft-ref-cache: true
  453.  
  454. # Player enter/exit title messages for map markers
  455. #
  456. # Processing period - how often to check player positions vs markers - default is 1000ms (1 second)
  457. #enterexitperiod: 1000
  458. # Title message fade in time, in ticks (0.05 second intervals) - default is 10 (1/2 second)
  459. #titleFadeIn: 10
  460. # Title message stay time, in ticks (0.05 second intervals) - default is 70 (3.5 seconds)
  461. #titleStay: 70
  462. # Title message fade out time, in ticks (0.05 seocnd intervals) - default is 20 (1 second)
  463. #titleFadeOut: 20
  464. # Enter/exit messages use on screen titles (true - default), if false chat messages are sent instead
  465. #enterexitUseTitle: true
  466. # Set true if new enter messages should supercede pending exit messages (vs being queued in order), default false
  467. #enterReplacesExits: true
  468.  
  469. # Send this message if the player does not have permission to use the command
  470. noPermissionMsg: "You don't have permission to use this command!"
  471.  
  472. # Set to true to enable verbose startup messages - can help with debugging map configuration problems
  473. # Set to false for a much quieter startup log
  474. verbose: false
  475.  
  476. # Enables debugging.
  477. #debuggers:
  478. # - class: org.dynmap.debug.LogDebugger
  479. # Debug: dump blocks missing render data
  480. dump-missing-blocks: false
  481.  
  482. # Log4J defense: string substituted for attempts to use macros in web chat
  483. hackAttemptBlurb: "(IaM5uchA1337Haxr-Ban Me!)"
  484.  
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