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141 lines
6.5 KiB
Plaintext
141 lines
6.5 KiB
Plaintext
# These are examples of world-specific settings, which can be defined in the worlds.txt file
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#
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# NOTE:
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# This file only contains samples: actual world customizations must be done in the worlds.txt file (or the worlds: section of
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# configuration.txt). All lines here are commented with the # symbol - delete the # symbol on copied lines you wish to enable
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#
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worlds:
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# Worlds can be handled by templates, based on world type
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# You can override the properties of the template by specifying them in this section
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# for example 'Title: "My Awesome World"'
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#- name: world
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# title: "World"
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# Use 'enabled: false' to disable a certain world.
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# enabled: false
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# Use sendposition: false to prevent player positions from showing when on this world (if sendposition is globally enabled)
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# sendposition: false
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# Use sendhealth: false ot prevent player health from showing when on this world (if sendhealth is globally enabled)
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# sendhealth: false
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# # 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
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# fullrenderlocations:
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# - x: 10000
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# y: 64
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# z: 20000
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# - x: -15000
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# y: 64
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# z: -5000
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# # Use visibilitylimits to restrict which areas of maps on your world to render (zero or more rectangles can be defined)
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# visibilitylimits:
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# - x0: -1000
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# z0: -1000
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# x1: 1000
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# z1: 1000
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# - x0: -2000
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# z0: -1000
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# x1: -1000
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# z1: -500
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# # 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)
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# hidestyle: stone
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# # 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
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# # 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),
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# # 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)
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# autogenerate-to-visibilitylimits: map-only
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# 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).
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# template: mycustomtemplate
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# Rest of comes from template - uncomment to tailor for world specifically
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# center:
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# x: 0
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# y: 64
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# z: 0
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# # If bigworld set to true, use alternate directory layout better suited to large worlds
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# bigworld: true
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# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
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# extrazoomout: 3
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# maps:
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# - class: org.dynmap.flat.FlatMap
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# name: flat
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# title: "Flat"
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# prefix: flat
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# colorscheme: default
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# # 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
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# textured: smooth
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# # To render a world as a "night view", set shadowstrength and ambientlight
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# shadowstrength: 1.0
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# ambientlight: 4
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# # To render both night and day versions of tiles (when ambientlight is set), set true
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# night-and-day: true
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# # Option to turn on transparency support (off by default) - slows render
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# transparency: true
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# # Background color for map during the day
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# backgroundday: "#153E7E"
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# # Background color for map during the night
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# backgroundnight: "#000000"
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# # Backgrounc color for map (independent of night/day)
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# background: "#000000"
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# - class: org.dynmap.kzedmap.KzedMap
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# renderers:
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# - class: org.dynmap.kzedmap.DefaultTileRenderer
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# name: surface
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# title: "Surface"
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# prefix: t
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# maximumheight: 127
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# colorscheme: default
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# # Add shadows to world (based on top-down shadows from chunk data)
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# shadowstrength: 1.0
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# # To render a world as a "night view", set shadowstrength and ambientlight
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# ambientlight: 4
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# # To render both night and day versions of tiles (when ambientlight is set), set true
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# night-and-day: true
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# # Option to turn off transparency support (on by default) - speeds render
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# transparency: false
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# # Background color for map during the day
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# backgroundday: "#153E7E"
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# # Background color for map during the night
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# backgroundnight: "#000000"
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# # Backgrounc color for map (independent of night/day)
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# background: "#000000"
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# # Sets the icon to 'images/block_custom.png'
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# icon: custom
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# - class: org.dynmap.kzedmap.HighlightTileRenderer
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# prefix: ht
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# maximumheight: 127
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# colorscheme: default
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# highlight: # For highlighting multiple block-types.
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# - 56 # Highlight diamond-ore
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# - 66 # Highlight minecart track
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# highlight: 56 # For highlighting a single block-type.
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# - class: org.dynmap.kzedmap.CaveTileRenderer
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# name: cave
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# title: "Cave"
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# prefix: ct
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# maximumheight: 127
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#
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# To just label world, and inherit rest from template, just provide name and title
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#- name: world2
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# title: "Second World"
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#
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#- name: nether
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# title: "Nether"
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# center:
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# x: 0
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# y: 64
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# z: 0
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# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
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# extrazoomout: 3
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# maps:
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# - class: org.dynmap.flat.FlatMap
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# name: flat
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# title: "Flat"
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# prefix: flat
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# colorscheme: default
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# # 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
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# textured: smooth
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# - class: org.dynmap.kzedmap.KzedMap
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# renderers:
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# - class: org.dynmap.kzedmap.DefaultTileRenderer
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# name: nether
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# title: "Surface"
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# prefix: nt
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# maximumheight: 127
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# colorscheme: default
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