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- # All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/dynmap/
- deftemplatesuffix: hires
- storage:
- type: filetree
- 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: false
- - class: org.dynmap.SimpleWebChatComponent
- allowchat: false
- # 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"
- - 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: false
- # 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
- # 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: 1
- # How many tiles on update queue before accelerate render interval
- renderacceleratethreshold: 60
- # How often to render tiles when backlog is above renderacceleratethreshold
- renderaccelerateinterval: 0.2
- # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
- tiles-rendered-at-once: 2
- # 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"
- # Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
- # default is 'newrose' (preserve pre-1.0 maps, rotate rose)
- # 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)
- compass-mode: newnorth
- # Triggers for automatic updates : blockupdate-with-id is debug for breaking down updates by ID:meta
- # To disable, set just 'none' and comment/delete the rest
- render-triggers:
- - blockupdate
- #- blockupdate-with-id
- #- lightingupdate
- - chunkpopulate
- - chunkgenerate
- #- none
- # 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: 34567
- # 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: true
- # 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: 1
- # 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
- # 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"
- 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
- # 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/"
- # Spout support controls
- spout:
- # If false, ignore spout even if detected
- enabled: true
- # If true, previously loaded textures will be assumed to still be valid (faster startup, but
- # can result in stale textures if originals are updated - delete files in texturepacks/standard/spoout
- # to clean cached textures and force reload on next startup)
- use-existing-textures: true
- # 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
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