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