dynmap/worlds.txt.sample

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# These are examples of world-specific settings, which can be defined in the worlds.txt file
#
# NOTE:
# This file only contains samples: actual world customizations must be done in the worlds.txt file (or the worlds: section of
# configuration.txt). All lines here are commented with the # symbol - delete the # symbol on copied lines you wish to enable
#
worlds:
# Worlds can be handled by templates, based on world type
# You can override the properties of the template by specifying them in this section
# for example 'Title: "My Awesome World"'
#- name: world
# title: "World"
# Use 'enabled: false' to disable a certain world.
# enabled: false
# Use sendposition: false to prevent player positions from showing when on this world (if sendposition is globally enabled)
# sendposition: false
# Use sendhealth: false ot prevent player health from showing when on this world (if sendhealth is globally enabled)
# sendhealth: false
# # If world isn't contiguous chunks (due to teleporting, for example), fullrender needs to be given other locations to scan for tiles on each patch of chunks
# fullrenderlocations:
# - x: 10000
# y: 64
# z: 20000
# - x: -15000
# y: 64
# z: -5000
# # Use visibilitylimits to restrict which areas of maps on your world to render (zero or more rectangles can be defined)
# visibilitylimits:
# - x0: -1000
# z0: -1000
# x1: 1000
# z1: 1000
# - x0: -2000
# z0: -1000
# x1: -1000
# z1: -500
# # Use hidestyle to control how hidden-but-existing chunks are to be rendered (air=empty air (same as ungenerated), stone=a flat stone plain, ocean=a flat ocean)
# hidestyle: stone
# # Use 'autogenerate-to-visibilitylimits: true' to choose to force the generation of ungenerated chunks while rendering maps on this world, for any chunks within the defined
# # visibilitylimits (limits must be set). The three options here are: none (default - no autogenerate), map-only (temporarily generate chunks for map, but don't save them (no world change),
# # permanent (generate and save chunks - this permanently adds the chunks to the world, as if a player had visited them - BE SURE THIS IS WHAT YOU WANT)
# autogenerate-to-visibilitylimits: map-only
# Use 'template: mycustomtemplate' to use the properties specified in the template 'mycustomtemplate' to this world. Default it is set to the environment-name (normal or nether).
# template: mycustomtemplate
# Rest of comes from template - uncomment to tailor for world specifically
# center:
# x: 0
# y: 64
# z: 0
# # If bigworld set to true, use alternate directory layout better suited to large worlds
# bigworld: true
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
# maps:
# - class: org.dynmap.flat.FlatMap
# name: flat
# title: "Flat"
# prefix: flat
# colorscheme: default
# # The textured setting makes the flat render toning much more consistent with the other maps: set to 'none' for the original flat texture, 'smooth' for blended tile top colors, 'dither' for dither pattern
# textured: smooth
# # To render a world as a "night view", set shadowstrength and ambientlight
# shadowstrength: 1.0
# ambientlight: 4
# # To render both night and day versions of tiles (when ambientlight is set), set true
# night-and-day: true
# # Option to turn on transparency support (off by default) - slows render
# transparency: true
# # Background color for map during the day
# backgroundday: "#153E7E"
# # Background color for map during the night
# backgroundnight: "#000000"
# # Backgrounc color for map (independent of night/day)
# background: "#000000"
# - class: org.dynmap.kzedmap.KzedMap
# renderers:
# - class: org.dynmap.kzedmap.DefaultTileRenderer
# name: surface
# title: "Surface"
# prefix: t
# maximumheight: 127
# colorscheme: default
# # Add shadows to world (based on top-down shadows from chunk data)
# shadowstrength: 1.0
# # To render a world as a "night view", set shadowstrength and ambientlight
# ambientlight: 4
# # To render both night and day versions of tiles (when ambientlight is set), set true
# night-and-day: true
# # Option to turn off transparency support (on by default) - speeds render
# transparency: false
# # Background color for map during the day
# backgroundday: "#153E7E"
# # Background color for map during the night
# backgroundnight: "#000000"
# # Backgrounc color for map (independent of night/day)
# background: "#000000"
# # Sets the icon to 'images/block_custom.png'
# icon: custom
# - class: org.dynmap.kzedmap.HighlightTileRenderer
# prefix: ht
# maximumheight: 127
# colorscheme: default
# highlight: # For highlighting multiple block-types.
# - 56 # Highlight diamond-ore
# - 66 # Highlight minecart track
# highlight: 56 # For highlighting a single block-type.
# - class: org.dynmap.kzedmap.CaveTileRenderer
# name: cave
# title: "Cave"
# prefix: ct
# maximumheight: 127
#
# To just label world, and inherit rest from template, just provide name and title
#- name: world2
# title: "Second World"
#
#- name: nether
# title: "Nether"
# center:
# x: 0
# y: 64
# z: 0
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
# maps:
# - class: org.dynmap.flat.FlatMap
# name: flat
# title: "Flat"
# prefix: flat
# colorscheme: default
# # The textured setting makes the flat render toning much more consistent with the other maps: set to 'none' for the original flat texture, 'smooth' for blended tile top colors, 'dither' for dither pattern
# textured: smooth
# - class: org.dynmap.kzedmap.KzedMap
# renderers:
# - class: org.dynmap.kzedmap.DefaultTileRenderer
# name: nether
# title: "Surface"
# prefix: nt
# maximumheight: 127
# colorscheme: default