466 lines
19 KiB
Plaintext
466 lines
19 KiB
Plaintext
# All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/
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# All map templates are defined in the templates directory
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# To use the HDMap very-low-res (2 ppb) map templates as world defaults, set value to vlowres
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# The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and the_end-vlowres.txt
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# To use the HDMap low-res (4 ppb) map templates as world defaults, set value to lowres
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# The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and the_end-lowres.txt
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# To use the HDMap hi-res (16 ppb) map templates (these can take a VERY long time for initial fullrender), set value to hires
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# The definitions of these templates are in normal-hires.txt, nether-hires.txt, and the_end-hires.txt
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# 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
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# The definitions of these templates are in normal-low_boost_hi.txt, nether-low_boost_hi.txt, and the_end-low_boost_hi.txt
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# 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
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# The definitions of these templates are in normal-hi_boost_vhi.txt, nether-hi_boost_vhi.txt, and the_end-hi_boost_vhi.txt
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# 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
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# The definitions of these templates are in normal-hi_boost_xhi.txt, nether-hi_boost_xhi.txt, and the_end-hi_boost_xhi.txt
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deftemplatesuffix: hires
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# Map storage scheme: only uncomment one 'type' value
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# filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting
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# sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory)
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# mysql: MySQL database, at hostname:port in database, accessed via userid with password
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storage:
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# Filetree storage (standard tree of image files for maps)
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type: filetree
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# SQLite db for map storage (uses dbfile as storage location)
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#type: sqlite
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#dbfile: dynmap.db
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# MySQL DB for map storage (at 'hostname':'port' with flags "flags" in database 'database' using user 'userid' password 'password' and table prefix 'prefix')
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#type: mysql
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#hostname: localhost
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#port: 3306
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#database: dynmap
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#userid: dynmap
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#password: dynmap
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#prefix: ""
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#flags: "?allowReconnect=true"
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components:
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- class: org.dynmap.ClientConfigurationComponent
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- class: org.dynmap.InternalClientUpdateComponent
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sendhealth: true
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sendposition: true
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allowwebchat: false
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webchat-interval: 5
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hidewebchatip: false
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trustclientname: false
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includehiddenplayers: false
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# (optional) if true, color codes in player display names are used
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use-name-colors: false
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# (optional) if true, player login IDs will be used for web chat when their IPs match
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use-player-login-ip: true
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# (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
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require-player-login-ip: false
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# (optional) block player login IDs that are banned from chatting
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block-banned-player-chat: true
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# Require login for web-to-server chat (requires login-enabled: true)
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webchat-requires-login: false
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# If set to true, users must have dynmap.webchat permission in order to chat
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webchat-permissions: false
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# Limit length of single chat messages
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chatlengthlimit: 256
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# # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
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# hideifshadow: 4
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# # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
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# hideifundercover: 14
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# # (Optional) if true, players that are crouching/sneaking will be hidden
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hideifsneaking: false
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# If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
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protected-player-info: false
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# If true, hide players with invisibility potion effects active
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hide-if-invisiblity-potion: true
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# If true, player names are not shown on map, chat, list
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hidenames: false
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#- class: org.dynmap.JsonFileClientUpdateComponent
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# writeinterval: 1
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# sendhealth: true
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# sendposition: true
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# allowwebchat: true
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# webchat-interval: 5
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# hidewebchatip: false
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# includehiddenplayers: false
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# use-name-colors: false
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# use-player-login-ip: false
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# require-player-login-ip: false
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# block-banned-player-chat: true
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# hideifshadow: 0
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# hideifundercover: 0
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# hideifsneaking: false
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# # Require login for web-to-server chat (requires login-enabled: true)
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# webchat-requires-login: false
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# # If set to true, users must have dynmap.webchat permission in order to chat
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# webchat-permissions: false
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# # Limit length of single chat messages
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# chatlengthlimit: 256
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# hide-if-invisiblity-potion: true
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# hidenames: false
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- class: org.dynmap.SimpleWebChatComponent
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allowchat: false
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# If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.
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allowurlname: false
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# Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
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- class: org.dynmap.MarkersComponent
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type: markers
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showlabel: false
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enablesigns: true
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# Default marker set for sign markers
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default-sign-set: markers
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# (optional) add spawn point markers to standard marker layer
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showspawn: true
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spawnicon: world
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spawnlabel: "Spawn"
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# (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
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showofflineplayers: false
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offlinelabel: "Offline"
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offlineicon: offlineuser
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offlinehidebydefault: true
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offlineminzoom: 0
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maxofflinetime: 30
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# (optional) layer for showing player's spawn beds
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showspawnbeds: false
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spawnbedlabel: "Spawn Beds"
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spawnbedicon: bed
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spawnbedhidebydefault: true
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spawnbedminzoom: 0
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spawnbedformat: "%name%'s bed"
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# (optional) show world border (vanilla 1.8+)
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showworldborder: true
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- class: org.dynmap.ClientComponent
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type: chat
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allowurlname: false
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- class: org.dynmap.ClientComponent
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type: chatballoon
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focuschatballoons: false
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- class: org.dynmap.ClientComponent
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type: chatbox
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showplayerfaces: true
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messagettl: 5
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# Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
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#scrollback: 100
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# Optiona; set maximum number of lines visible for chatbox
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#visiblelines: 10
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# Optional: send push button
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sendbutton: false
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- class: org.dynmap.ClientComponent
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type: playermarkers
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showplayerfaces: true
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showplayerhealth: true
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# If true, show player body too (only valid if showplayerfaces=true
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showplayerbody: false
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# Option to make player faces small - don't use with showplayerhealth
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smallplayerfaces: false
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# Optional - make player faces layer hidden by default
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hidebydefault: false
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# Optional - ordering priority in layer menu (low goes before high - default is 0)
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layerprio: 0
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# Optional - label for player marker layer (default is 'Players')
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label: "Players"
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#- class: org.dynmap.ClientComponent
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# type: digitalclock
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- class: org.dynmap.ClientComponent
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type: link
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- class: org.dynmap.ClientComponent
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type: timeofdayclock
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showdigitalclock: true
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showweather: true
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# Mouse pointer world coordinate display
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- class: org.dynmap.ClientComponent
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type: coord
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label: "Location"
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hidey: false
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show-mcr: false
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# Note: more than one logo component can be defined
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#- class: org.dynmap.ClientComponent
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# type: logo
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# text: "Dynmap"
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# #logourl: "images/block_surface.png"
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# linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
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# # Valid positions: top-left, top-right, bottom-left, bottom-right
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# position: bottom-right
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#- class: org.dynmap.ClientComponent
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# type: inactive
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# timeout: 1800 # in seconds (1800 seconds = 30 minutes)
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# redirecturl: inactive.html
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# #showmessage: 'You were inactive for too long.'
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#- class: org.dynmap.TestComponent
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# stuff: "This is some configuration-value"
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# Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
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display-whitelist: false
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# How often a tile gets rendered (in seconds).
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renderinterval: 1
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# How many tiles on update queue before accelerate render interval
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renderacceleratethreshold: 60
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# How often to render tiles when backlog is above renderacceleratethreshold
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renderaccelerateinterval: 0.2
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# How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
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tiles-rendered-at-once: 3
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# If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
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# from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
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# in more competition for CPU resources with other processes
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usenormalthreadpriority: false
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# Save and restore pending tile renders - prevents their loss on server shutdown or /reload
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saverestorepending: true
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# Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
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save-pending-period: 900
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# Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
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zoomoutperiod: 30
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# Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
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initial-zoomout-validate: true
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# Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering
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# of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can
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# also be set on individual worlds and individual maps.
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tileupdatedelay: 30
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# Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
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enabletilehash: true
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# Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
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#hideores: true
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# Optional - enabled BetterGrass style rendering of grass and snow block sides
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#better-grass: true
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# Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
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smooth-lighting: true
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# Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
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# false=classic Dynmap lighting curve
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use-brightness-table: true
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# Optional - render specific block IDs using the texures and models of another block ID: can be used to hide/disguise specific
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# blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
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block-id-alias:
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# "14": 1
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# "15": 1
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# "16": 1
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# Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
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# Has no effect on maps with explicit format settings
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image-format: png
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# use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
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# correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
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# transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
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use-generated-textures: true
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correct-water-lighting: true
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transparent-leaves: true
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# ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
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ctm-support: true
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# custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
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custom-colors-support: true
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# Control loading of player faces (if set to false, skins are never fetched)
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#fetchskins: false
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# Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
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#refreshskins: false
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# Customize URL used for fetching player skins (%player% is macro for name)
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skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
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render-triggers:
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#- playermove
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#- playerjoin
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- blockplaced
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- blockbreak
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- leavesdecay
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- blockburn
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- chunkgenerated
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- blockformed
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- blockfaded
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- blockspread
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- pistonmoved
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- explosion
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#- blockfromto
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#- blockphysics
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- structuregrow
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- blockgrow
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#- blockredstone
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# Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
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#webpage-title: "My Awesome Server Map"
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# The path where the tile-files are placed.
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tilespath: web/tiles
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# The path where the web-files are located.
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webpath: web
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# The path were the /dynmapexp command exports OBJ ZIP files
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exportpath: export
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# The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
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# If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
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#webserver-bindaddress: 0.0.0.0
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# The TCP-port the webserver will listen on.
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webserver-port: 8123
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# Maximum concurrent session on internal web server - limits resources used in Bukkit server
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max-sessions: 30
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# Disables Webserver portion of Dynmap (Advanced users only)
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disable-webserver: false
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# Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
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allow-symlinks: true
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# Enable login support
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login-enabled: false
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# Require login to access website (requires login-enabled: true)
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login-required: false
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# Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
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timesliceinterval: 0.0
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# 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
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maxchunkspertick: 200
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# Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
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progressloginterval: 100
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# Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
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# Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when
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# setting this to equal or exceed the number of physical cores on the system.
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#parallelrendercnt: 4
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# Interval the browser should poll for updates.
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updaterate: 2000
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# If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
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fullrenderplayerlimit: 3
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# If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
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updateplayerlimit: 0
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# Target limit on server thread use - msec per tick
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per-tick-time-limit: 50
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# If TPS of server is below this setting, update renders processing is paused
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update-min-tps: 18.0
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# If TPS of server is below this setting, full/radius renders processing is paused
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fullrender-min-tps: 19.0
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# If TPS of server is below this setting, zoom out processing is paused
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zoomout-min-tps: 18.0
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showplayerfacesinmenu: true
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# Control whether players that are hidden or not on current map are grayed out (true=yes)
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grayplayerswhenhidden: true
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# Use player permissions to order player list: first to last, players are ordered by first permission listed that they have
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# That is, anyone with first listed permission goes before anyone with second, etc, with users with none of the nodes going last
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player-sort-permission-nodes:
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- bukkit.command.op
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# Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
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#sidebaropened: true
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# Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
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#http-response-headers:
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# Access-Control-Allow-Origin: "my-domain.com"
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# X-Custom-Header-Of-Mine: "MyHeaderValue"
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# Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
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trusted-proxies:
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- "127.0.0.1"
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- "0:0:0:0:0:0:0:1"
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# Join/quit message format for web chat: set to "" to disable notice on web UI
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joinmessage: "%playername% joined"
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quitmessage: "%playername% quit"
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spammessage: "You may only chat once every %interval% seconds."
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# format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
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webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
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# Control whether layer control is presented on the UI (default is true)
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showlayercontrol: true
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# Enable checking for banned IPs via banned-ips.txt (internal web server only)
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check-banned-ips: true
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# Default selection when map page is loaded
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defaultzoom: 0
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defaultworld: world
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defaultmap: flat
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# (optional) Zoom level and map to switch to when following a player, if possible
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#followzoom: 3
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#followmap: surface
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# If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
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persist-ids-by-ip: true
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# If true, map text to cyrillic
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cyrillic-support: false
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# If true, coordinates will be rounded
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round-coordinates: true
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# Messages to customize
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msg:
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maptypes: "Map Types"
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players: "Players"
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chatrequireslogin: "Chat Requires Login"
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chatnotallowed: "You are not permitted to send chat messages"
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hiddennamejoin: "Player joined"
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hiddennamequit: "Player quit"
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# URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
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url:
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# configuration URL
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#configuration: "up/configuration"
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# update URL
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#update: "up/world/{world}/{timestamp}"
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# sendmessage URL
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#sendmessage: "up/sendmessage"
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# login URL
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#login: "up/login"
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# register URL
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#register: "up/register"
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# tiles base URL
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#tiles: "tiles/"
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# markers base URL
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#markers: "tiles/"
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# Customization commands - allows scripts to be run before/after certain events
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custom-commands:
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image-updates:
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# Command run just before any image file is written or updated: run with single parameter with fully qualified file name
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preupdatecommand: ""
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# Command run just after any image file is written or updated: run with single parameter with fully qualified file name
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postupdatecommand: ""
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# Snapshot cache size, in chunks
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snapshotcachesize: 500
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# Snapshot cache uses soft references (true), else weak references (false)
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soft-ref-cache: true
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# Set to true to enable verbose startup messages - can help with debugging map configuration problems
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# Set to false for a much quieter startup log
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verbose: false
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# Enables debugging.
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#debuggers:
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# - class: org.dynmap.debug.LogDebugger
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# Debug: dump blocks missing render data
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dump-missing-blocks: false
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