# All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/ # NOTE: this is a sample of the standard configuration.txt, with HDMap renders substituted components: - class: org.dynmap.ClientConfigurationComponent - class: org.dynmap.InternalClientUpdateComponent sendhealth: true sendposition: true allowwebchat: true webchat-interval: 5 hidewebchatip: false trustclientname: false #- class: org.dynmap.JsonFileClientUpdateComponent # writeinterval: 1 # sendhealth: true # sendposition: true # allowwebchat: false # hidewebchatip: false - class: org.dynmap.SimpleWebChatComponent allowchat: true #- class: org.dynmap.herochat.HeroWebChatComponent # # Control which HeroChat channel messages from web are directed to # herochatwebchannel: Global # # Control which channels are monitored and reported to the web # herochatchannels: # - Global # #- Trade # #- Haggle - class: org.dynmap.ClientComponent type: chat - class: org.dynmap.ClientComponent type: chatballoon focuschatballoons: false - class: org.dynmap.ClientComponent type: chatbox showplayerfaces: true messagettl: 5 - class: org.dynmap.ClientComponent type: playermarkers showplayerfaces: true showplayerhealth: true #- class: org.dynmap.ClientComponent # type: digitalclock - class: org.dynmap.ClientComponent type: timeofdayclock showdigitalclock: true #showweather: true #- class: org.dynmap.regions.RegionsComponent # type: regions # name: WorldGuard # useworldpath: true # filename: regions.yml # basenode: regions # use3dregions: true # infowindow: '
%regionname% - %priority% (%parent%)
Owners %playerowners% %groupowners%
Members %playermembers% %groupmembers%
Flags
%flags%
' # regionstyle: # strokeColor: "#FF0000" # strokeOpacity: 0.8 # strokeWeight: 3 # fillColor: "#FF0000" # fillOpacity: 0.35 # # Optional setting to limit which regions to show, by name - if commented out, all regions are shown # visibleregions: # - homebase # - miningsite #- 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 # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds) zoomoutperiod: 60 # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable enabletilehash: true render-triggers: #- chunkloaded #- playermove #- playerjoin - blockplaced - blockbreak - snowform - leavesdecay - blockburn - chunkgenerated # The path where the tile-files are placed. tilespath: web/tiles # The path where the web-files are located. webpath: web # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access). webserver-bindaddress: 0.0.0.0 # The TCP-port the webserver will listen on. webserver-port: 8123 # 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 # 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 # Interval the browser should poll for updates. updaterate: 2000 showplayerfacesinmenu: true # Set sidebaropened: true to pin menu sidebar opened #sidebaropened: true joinmessage: "%playername% joined" quitmessage: "%playername% quit" spammessage: "You may only chat once every %interval% seconds." webprefix: "§2[WEB] " websuffix: "§f" defaultzoom: 0 defaultworld: world # template world - this is used for worlds that exist but aren't defined in the worlds section. # Also, it supplies the "maps" section for worlds lacking a maps section, and the "center" # for worlds lacking a "center" section. templates: # Template for normal world normal: enabled: true # # 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 center: x: 0 y: 64 z: 0 maps: - class: org.dynmap.hdmap.HDMap name: flat title: "Flat" prefix: flat perspective: iso_S_90_lowres shader: stdtexture lighting: default # # To render a world as a "night view", switch to lighting: night # lighting: night # # To render both night and day versions of tiles, set light: nightandday # lighting: nightandday # # Background color for map during the day # backgroundday: "#153E7E" # # Background color for map during the night # backgroundnight: "#000000" # # Background color for map (independent of night/day) # background: "#000000" - class: org.dynmap.hdmap.HDMap name: surface title: "Surface" prefix: t perspective: iso_SE_60_lowres shader: stdtexture lighting: default # # Add shadows to world (based on top-down shadows from chunk data) # lighting: shadows # # To render a world as a "night view", set lighting: night # lighting: night # # To render both night and day versions of tiles, set lighting: nightandday # lighting: nightandday # # Background color for map during the day # backgroundday: "#153E7E" # # Background color for map during the night # backgroundnight: "#000000" # # Background color for map (independent of night/day) # background: "#000000" # # Sets the icon to 'images/block_custom.png' # icon: custom # # Biome-based mapping # - class: org.dynmap.hdmap.HDMap # name: biome # title: "Biome" # prefix: b # perspective: iso_SE_60_lowres # lighting: default # # Biome-based shading : biome=biome type, temperature=biome-temperature, rainfall=biome-rainfall # shader: biome - class: org.dynmap.hdmap.HDMap name: cave title: "Cave" prefix: ct perspective: iso_SE_60_lowres shader: cave lighting: default # Nether world template nether: enabled: true # # 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 center: x: 0 y: 64 z: 0 maps: - class: org.dynmap.hdmap.HDMap name: flat title: "Flat" prefix: flat perspective: iso_S_90_lowres shader: stdtexture lighting: default # Map background color (day or night) background: "#300806" - class: org.dynmap.hdmap.HDMap name: nether title: "Surface" prefix: nt perspective: iso_SE_60_lowres shader: stdtexture lighting: default # Map background color (day or night) background: "#300806" # Skylands world template skylands: enabled: true # # 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 center: x: 0 y: 64 z: 0 maps: - class: org.dynmap.hdmap.HDMap name: flat title: "Flat" prefix: flat perspective: iso_S_90_lowres shader: stdtexture lighting: default # Background color for map during the day backgroundday: "#153E7E" # Background color for map during the night backgroundnight: "#000000" - class: org.dynmap.hdmap.HDMap name: skylands title: "Surface" prefix: st perspective: iso_SE_60_lowres shader: stdtexture lighting: nightandday # Background color for map during the day backgroundday: "#153E7E" # Background color for map during the night backgroundnight: "#000000" # The maptypes Dynmap will use to render. 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.hdmap.HDMap # name: flat # title: "Flat" # prefix: flat # perspective: iso_S_90_lowres # shader: default # lighting: default # # To render a world as a "night view", switch to lighting: night # lighting: night # # To render both night and day versions of tiles, set light: nightandday # lighting: nightandday # # Background color for map during the day # backgroundday: "#153E7E" # # Background color for map during the night # backgroundnight: "#000000" # # Background color for map (independent of night/day) # background: "#000000" # - class: org.dynmap.hdmap.HDMap # name: surface # title: "Surface" # prefix: t # perspective: iso_SE_60_lowres # shader: default # lighting: default # # Add shadows to world (based on top-down shadows from chunk data) # lighting: shadows # # To render a world as a "night view", set lighting: night # lighting: night # # To render both night and day versions of tiles, set lighting: nightandday # lighting: nightandday # # Background color for map during the day # backgroundday: "#153E7E" # # Background color for map during the night # backgroundnight: "#000000" # # Background color for map (independent of night/day) # background: "#000000" # # Sets the icon to 'images/block_custom.png' # icon: custom # # Biome-based mapping # - class: org.dynmap.hdmap.HDMap # name: biome # title: "Biome" # prefix: b # perspective: iso_SE_60_lowres # lighting: default # # Biome-based shading : biome=biome type, temperature=biome-temperature, rainfall=biome-rainfall # shader: biome # - class: org.dynmap.hdmap.HDMap # name: cave # title: "Cave" # prefix: ct # perspective: iso_SE_60_lowres # shader: cave # lighting: default # # 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.hdmap.HDMap # name: flat # title: "Flat" # prefix: flat # perspective: iso_S_90_lowres # shader: default # lighting: default # # Map background color (day or night) # background: "#300806" # - class: org.dynmap.hdmap.HDMap # name: nether # title: "Surface" # prefix: nt # perspective: iso_SE_60_lowres # shader: default # # Map background color (day or night) # background: "#300806" # 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: true # Enables debugging. #debuggers: # - class: org.dynmap.debug.LogDebugger