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Configuration

This document contains configuration settings for Dynmap, a Bukkit plugin that generates map renderings of Minecraft worlds. It specifies settings related to map templates, storage options, player tracking components, and rendering parameters like tile update intervals. The default map template is set to "hires" and storage uses the default "filetree" scheme of storing map tiles in files. Several components are enabled for player tracking and web features.

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0% found this document useful (0 votes)
79 views10 pages

Configuration

This document contains configuration settings for Dynmap, a Bukkit plugin that generates map renderings of Minecraft worlds. It specifies settings related to map templates, storage options, player tracking components, and rendering parameters like tile update intervals. The default map template is set to "hires" and storage uses the default "filetree" scheme of storing map tiles in files. Several components are enabled for player tracking and web features.

Uploaded by

Rikki Diamond
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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# All paths in this configuration file are relative to Dynmap's data-folder:

minecraft_server/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: hires

# Map storage scheme: only uncommoent 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' 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: ""

components:
- class: org.dynmap.ClientConfigurationComponent

- class: org.dynmap.InternalClientUpdateComponent
sendhealth: true
sendposition: true
allowwebchat: true
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: false
# 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.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
worldborderlabel: "Border"

- 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
# Optional: 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
show-chunk: 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: 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 names using the textures and models of another
block name: 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-alias:
# "minecraft:quartz_ore": "stone"
# "diamond_ore": "coal_ore"

# 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),
# Note: any webp format requires the presence of the 'webp command line tools'
(cwebp, dwebp) (https://developers.google.com/speed/webp/download)
#
# Has no effect on maps with explicit format settings
image-format: jpg-q90

# 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
# For Windows, include .exe
#
#cwebpPath: /usr/bin/cwebp
#dwebpPath: /usr/bin/dwebp

# 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: 25601

# 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

# 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/"
# Snapshot cache size, in chunks
snapshotcachesize: 500
# Snapshot cache uses soft references (true), else weak references (false)
soft-ref-cache: true

# Player enter/exit title messages for map markers


#
# Processing period - how often to check player positions vs markers - default is
1000ms (1 second)
#enterexitperiod: 1000
# Title message fade in time, in ticks (0.05 second intervals) - default is 10 (1/2
second)
#titleFadeIn: 10
# Title message stay time, in ticks (0.05 second intervals) - default is 70 (3.5
seconds)
#titleStay: 70
# Title message fade out time, in ticks (0.05 seocnd intervals) - default is 20 (1
second)
#titleFadeOut: 20
# Enter/exit messages use on screen titles (true - default), if false chat messages
are sent instead
#enterexitUseTitle: true
# Set true if new enter messages should supercede pending exit messages (vs being
queued in order), default false
#enterReplacesExits: 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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