# 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