BonaireDreams

Untitled

Jan 13th, 2022
67
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 19.99 KB | None | 0 0
  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. - class: org.dynmap.InternalClientUpdateComponent
  43. sendhealth: true
  44. sendposition: true
  45. allowwebchat: true
  46. webchat-interval: 5
  47. hidewebchatip: false
  48. trustclientname: false
  49. includehiddenplayers: false
  50. # (optional) if true, color codes in player display names are used
  51. use-name-colors: false
  52. # (optional) if true, player login IDs will be used for web chat when their IPs match
  53. use-player-login-ip: true
  54. # (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
  55. require-player-login-ip: false
  56. # (optional) block player login IDs that are banned from chatting
  57. block-banned-player-chat: true
  58. # Require login for web-to-server chat (requires login-enabled: true)
  59. webchat-requires-login: false
  60. # If set to true, users must have dynmap.webchat permission in order to chat
  61. webchat-permissions: false
  62. # Limit length of single chat messages
  63. chatlengthlimit: 256
  64. # # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
  65. # hideifshadow: 4
  66. # # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
  67. # hideifundercover: 14
  68. # # (Optional) if true, players that are crouching/sneaking will be hidden
  69. hideifsneaking: false
  70. # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
  71. protected-player-info: false
  72. # If true, hide players with invisibility potion effects active
  73. hide-if-invisiblity-potion: true
  74. # If true, player names are not shown on map, chat, list
  75. hidenames: false
  76. #- class: org.dynmap.JsonFileClientUpdateComponent
  77. # writeinterval: 1
  78. # sendhealth: true
  79. # sendposition: true
  80. # allowwebchat: true
  81. # webchat-interval: 5
  82. # hidewebchatip: false
  83. # includehiddenplayers: false
  84. # use-name-colors: false
  85. # use-player-login-ip: false
  86. # require-player-login-ip: false
  87. # block-banned-player-chat: true
  88. # hideifshadow: 0
  89. # hideifundercover: 0
  90. # hideifsneaking: false
  91. # # Require login for web-to-server chat (requires login-enabled: true)
  92. # webchat-requires-login: false
  93. # # If set to true, users must have dynmap.webchat permission in order to chat
  94. # webchat-permissions: false
  95. # # Limit length of single chat messages
  96. # chatlengthlimit: 256
  97. # hide-if-invisiblity-potion: true
  98. # hidenames: false
  99.  
  100. - class: org.dynmap.SimpleWebChatComponent
  101. allowchat: true
  102. # If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.
  103. allowurlname: false
  104.  
  105. # Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
  106. - class: org.dynmap.MarkersComponent
  107. type: markers
  108. showlabel: false
  109. enablesigns: false
  110. # Default marker set for sign markers
  111. default-sign-set: markers
  112. # (optional) add spawn point markers to standard marker layer
  113. showspawn: true
  114. spawnicon: world
  115. spawnlabel: "Spawn"
  116. # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
  117. showofflineplayers: false
  118. offlinelabel: "Offline"
  119. offlineicon: offlineuser
  120. offlinehidebydefault: true
  121. offlineminzoom: 0
  122. maxofflinetime: 30
  123. # (optional) layer for showing player's spawn beds
  124. showspawnbeds: false
  125. spawnbedlabel: "Spawn Beds"
  126. spawnbedicon: bed
  127. spawnbedhidebydefault: true
  128. spawnbedminzoom: 0
  129. spawnbedformat: "%name%'s bed"
  130. # (optional) Show world border (vanilla 1.8+)
  131. showworldborder: true
  132. worldborderlabel: "Border"
  133.  
  134. - class: org.dynmap.ClientComponent
  135. type: chat
  136. allowurlname: false
  137. - class: org.dynmap.ClientComponent
  138. type: chatballoon
  139. focuschatballoons: false
  140. - class: org.dynmap.ClientComponent
  141. type: chatbox
  142. showplayerfaces: true
  143. messagettl: 5
  144. # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
  145. #scrollback: 100
  146. # Optional: set maximum number of lines visible for chatbox
  147. #visiblelines: 10
  148. # Optional: send push button
  149. sendbutton: false
  150. - class: org.dynmap.ClientComponent
  151. type: playermarkers
  152. showplayerfaces: true
  153. showplayerhealth: true
  154. # If true, show player body too (only valid if showplayerfaces=true)
  155. showplayerbody: false
  156. # Option to make player faces small - don't use with showplayerhealth or largeplayerfaces
  157. smallplayerfaces: false
  158. # Option to make player faces larger - don't use with showplayerhealth or smallplayerfaces
  159. largeplayerfaces: false
  160. # Optional - make player faces layer hidden by default
  161. hidebydefault: false
  162. # Optional - ordering priority in layer menu (low goes before high - default is 0)
  163. layerprio: 0
  164. # Optional - label for player marker layer (default is 'Players')
  165. label: "Players"
  166.  
  167. #- class: org.dynmap.ClientComponent
  168. # type: digitalclock
  169. - class: org.dynmap.ClientComponent
  170. type: link
  171.  
  172. - class: org.dynmap.ClientComponent
  173. type: timeofdayclock
  174. showdigitalclock: true
  175. #showweather: true
  176. # Mouse pointer world coordinate display
  177. - class: org.dynmap.ClientComponent
  178. type: coord
  179. label: "Location"
  180. hidey: false
  181. show-mcr: false
  182. show-chunk: false
  183.  
  184. # Note: more than one logo component can be defined
  185. #- class: org.dynmap.ClientComponent
  186. # type: logo
  187. # text: "Dynmap"
  188. # #logourl: "images/block_surface.png"
  189. # linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
  190. # # Valid positions: top-left, top-right, bottom-left, bottom-right
  191. # position: bottom-right
  192.  
  193. #- class: org.dynmap.ClientComponent
  194. # type: inactive
  195. # timeout: 1800 # in seconds (1800 seconds = 30 minutes)
  196. # redirecturl: inactive.html
  197. # #showmessage: 'You were inactive for too long.'
  198.  
  199. #- class: org.dynmap.TestComponent
  200. # stuff: "This is some configuration-value"
  201.  
  202. # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
  203. display-whitelist: false
  204.  
  205. # How often a tile gets rendered (in seconds).
  206. renderinterval: 1
  207.  
  208. # How many tiles on update queue before accelerate render interval
  209. renderacceleratethreshold: 60
  210.  
  211. # How often to render tiles when backlog is above renderacceleratethreshold
  212. renderaccelerateinterval: 0.2
  213.  
  214. # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
  215. tiles-rendered-at-once: 2
  216.  
  217. # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
  218. # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
  219. # in more competition for CPU resources with other processes
  220. usenormalthreadpriority: true
  221.  
  222. # Save and restore pending tile renders - prevents their loss on server shutdown or /reload
  223. saverestorepending: true
  224.  
  225. # Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
  226. save-pending-period: 900
  227.  
  228. # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
  229. zoomoutperiod: 30
  230.  
  231. # Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
  232. initial-zoomout-validate: true
  233.  
  234. # Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering
  235. # of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can
  236. # also be set on individual worlds and individual maps.
  237. tileupdatedelay: 30
  238.  
  239. # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
  240. enabletilehash: true
  241.  
  242. # Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
  243. #hideores: true
  244.  
  245. # Optional - enabled BetterGrass style rendering of grass and snow block sides
  246. #better-grass: true
  247.  
  248. # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
  249. smooth-lighting: true
  250.  
  251. # Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
  252. # false=classic Dynmap lighting curve
  253. use-brightness-table: true
  254.  
  255. # Optional - render specific block names using the textures and models of another block name: can be used to hide/disguise specific
  256. # blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
  257. block-alias:
  258. # "minecraft:quartz_ore": "stone"
  259. # "diamond_ore": "coal_ore"
  260.  
  261. # 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),
  262. # Note: any webp format requires the presence of the 'webp command line tools' (cwebp, dwebp) (https://developers.google.com/speed/webp/download)
  263. #
  264. # Has no effect on maps with explicit format settings
  265. image-format: jpg-q90
  266.  
  267. # 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
  268. # For Windows, include .exe
  269. #
  270. #cwebpPath: /usr/bin/cwebp
  271. #dwebpPath: /usr/bin/dwebp
  272.  
  273. # use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
  274. # correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
  275. # transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
  276. use-generated-textures: true
  277. correct-water-lighting: true
  278. transparent-leaves: true
  279.  
  280. # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
  281. ctm-support: true
  282. # custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
  283. custom-colors-support: true
  284.  
  285. # Control loading of player faces (if set to false, skins are never fetched)
  286. #fetchskins: false
  287.  
  288. # Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
  289. #refreshskins: false
  290.  
  291. # Customize URL used for fetching player skins (%player% is macro for name)
  292. skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
  293.  
  294. # Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
  295. # default is 'newrose' (preserve pre-1.0 maps, rotate rose)
  296. # 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)
  297. compass-mode: newnorth
  298.  
  299. # Triggers for automatic updates : blockupdate-with-id is debug for breaking down updates by ID:meta
  300. # To disable, set just 'none' and comment/delete the rest
  301. render-triggers:
  302. - blockupdate
  303. #- blockupdate-with-id
  304. #- lightingupdate
  305. - chunkpopulate
  306. - chunkgenerate
  307. #- none
  308.  
  309. # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
  310. #webpage-title: "My Awesome Server Map"
  311.  
  312. # The path where the tile-files are placed.
  313. tilespath: web/tiles
  314.  
  315. # The path where the web-files are located.
  316. webpath: web
  317.  
  318. # The path were the /dynmapexp command exports OBJ ZIP files
  319. exportpath: export
  320.  
  321. # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
  322. # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
  323. #webserver-bindaddress: 0.0.0.0
  324.  
  325. # The TCP-port the webserver will listen on.
  326. webserver-port: 8124
  327.  
  328. # Maximum concurrent session on internal web server - limits resources used in Bukkit server
  329. max-sessions: 30
  330.  
  331. # Disables Webserver portion of Dynmap (Advanced users only)
  332. disable-webserver: false
  333.  
  334. # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
  335. allow-symlinks: true
  336.  
  337. # Enable login support
  338. login-enabled: false
  339. # Require login to access website (requires login-enabled: true)
  340. login-required: false
  341.  
  342. # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
  343. timesliceinterval: 0.0
  344.  
  345. # 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
  346. maxchunkspertick: 200
  347.  
  348. # Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
  349. progressloginterval: 100
  350.  
  351. # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
  352. # Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when
  353. # setting this to equal or exceed the number of physical cores on the system.
  354. #parallelrendercnt: 4
  355.  
  356. # Interval the browser should poll for updates.
  357. updaterate: 2000
  358.  
  359. # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
  360. fullrenderplayerlimit: 0
  361. # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
  362. updateplayerlimit: 0
  363. # Target limit on server thread use - msec per tick
  364. per-tick-time-limit: 50
  365. # If TPS of server is below this setting, update renders processing is paused
  366. update-min-tps: 18.0
  367. # If TPS of server is below this setting, full/radius renders processing is paused
  368. fullrender-min-tps: 18.0
  369. # If TPS of server is below this setting, zoom out processing is paused
  370. zoomout-min-tps: 18.0
  371.  
  372. showplayerfacesinmenu: true
  373.  
  374. # Control whether players that are hidden or not on current map are grayed out (true=yes)
  375. grayplayerswhenhidden: true
  376.  
  377. # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
  378. #sidebaropened: true
  379.  
  380. # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
  381. #http-response-headers:
  382. # Access-Control-Allow-Origin: "my-domain.com"
  383. # X-Custom-Header-Of-Mine: "MyHeaderValue"
  384.  
  385. # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
  386. trusted-proxies:
  387. - "127.0.0.1"
  388. - "0:0:0:0:0:0:0:1"
  389.  
  390. joinmessage: "%playername% joined"
  391. quitmessage: "%playername% quit"
  392. spammessage: "You may only chat once every %interval% seconds."
  393. # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
  394. webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
  395.  
  396. # Control whether layer control is presented on the UI (default is true)
  397. showlayercontrol: true
  398.  
  399. # Enable checking for banned IPs via banned-ips.txt (internal web server only)
  400. check-banned-ips: true
  401.  
  402. # Default selection when map page is loaded
  403. defaultzoom: 0
  404. defaultworld: world
  405. defaultmap: flat
  406. # (optional) Zoom level and map to switch to when following a player, if possible
  407. #followzoom: 3
  408. #followmap: surface
  409.  
  410. # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
  411. persist-ids-by-ip: true
  412.  
  413. # If true, map text to cyrillic
  414. cyrillic-support: false
  415.  
  416. # Messages to customize
  417. msg:
  418. maptypes: "Map Types"
  419. players: "Players"
  420. chatrequireslogin: "Chat Requires Login"
  421. chatnotallowed: "You are not permitted to send chat messages"
  422. hiddennamejoin: "Player joined"
  423. hiddennamequit: "Player quit"
  424.  
  425. # URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
  426. url:
  427. # configuration URL
  428. #configuration: "up/configuration"
  429. # update URL
  430. #update: "up/world/{world}/{timestamp}"
  431. # sendmessage URL
  432. #sendmessage: "up/sendmessage"
  433. # login URL
  434. #login: "up/login"
  435. # register URL
  436. #register: "up/register"
  437. # tiles base URL
  438. #tiles: "tiles/"
  439. # markers base URL
  440. #markers: "tiles/"
  441. # Snapshot cache size, in chunks
  442. snapshotcachesize: 500
  443. # Snapshot cache uses soft references (true), else weak references (false)
  444. soft-ref-cache: true
  445.  
  446. # Player enter/exit title messages for map markers
  447. #
  448. # Processing period - how often to check player positions vs markers - default is 1000ms (1 second)
  449. #enterexitperiod: 1000
  450. # Title message fade in time, in ticks (0.05 second intervals) - default is 10 (1/2 second)
  451. #titleFadeIn: 10
  452. # Title message stay time, in ticks (0.05 second intervals) - default is 70 (3.5 seconds)
  453. #titleStay: 70
  454. # Title message fade out time, in ticks (0.05 seocnd intervals) - default is 20 (1 second)
  455. #titleFadeOut: 20
  456. # Enter/exit messages use on screen titles (true - default), if false chat messages are sent instead
  457. #enterexitUseTitle: true
  458. # Set true if new enter messages should supercede pending exit messages (vs being queued in order), default false
  459. #enterReplacesExits: true
  460.  
  461. # Set to true to enable verbose startup messages - can help with debugging map configuration problems
  462. # Set to false for a much quieter startup log
  463. verbose: false
  464.  
  465. # Enables debugging.
  466. #debuggers:
  467. # - class: org.dynmap.debug.LogDebugger
  468. # Debug: dump blocks missing render data
  469. dump-missing-blocks: false
  470.  
Advertisement
Add Comment
Please, Sign In to add comment