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# All paths in this configuration file are relative to Dynmap's data-folder: min ecraft_server/plugins/dynmap/ # All map templates are

defined in the templates directory # The 'classic' FlatMap and KzedMap templates are used, which can be found in no rmal.txt, nether.txt, and skylands.txt # To use these, do not set deftemplatesuffix (make sure deftemplatesuffix is co mmented, below) # # To use the HDMap very-low-res map templates as world defaults (normal-vlowres, nether-vlowres and skylands-vlowres), uncomment the following line # The definitions of these templates are in normal-vlowres.txt, nether-vlowres .txt, and skylands-vlowres.txt deftemplatesuffix: vlowres # # To use the HDMap low-res map templates as world defaults (normal-lowres, nethe r-lowres and skylands-lowres), uncomment the following line # The definitions of these templates are in normal-lowres.txt, nether-lowres.t xt, and skylands-lowres.txt #deftemplatesuffix: lowres # To use the HDMap hi-res map templates (these can take a VERY long time for ini tial fullrender), comment the following line # The definitions of these templates are in normal-hires.txt, nether-hires.txt , and skylands-hires.txt #deftemplatesuffix: hires # Other values will search for templates named normal-<value>, nether-<value>, s kylands-<value> 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, 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 # # Optional - make players hidden when they are inside/underground/in shadow s (#=light level: 0=full shadow,15=sky) # hideifshadow: 4 # # Optional - make player hidden when they are under cover (#=sky light leve l,0=underground,15=open to sky) # hideifundercover: 14 # # (Optional) if true, players that are crouching/sneaking will be hidden # hideifsneaking: false #- class: org.dynmap.JsonFileClientUpdateComponent # writeinterval: 1 # sendhealth: true # sendposition: true # allowwebchat: false

# # # # # # # # #

webchat-interval: 5 hidewebchatip: false includehiddenplayers: false use-player-login-ip: false require-player-login-ip: false block-banned-player-chat: true hideifshadow: 0 hideifundercover: 0 hideifsneaking: false

- class: org.dynmap.SimpleWebChatComponent allowchat: true # If true, web UI users can supply name for chat using 'playername' URL para meter. 'trustclientname' must also be set true. allowurlname: false #- 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 # 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 # (optional) add spawn point markers to standard marker layer showspawn: true spawnicon: world spawnlabel: "Spawn" # (optional) layer for showing offline player's positions showofflineplayers: false offlinelabel: "Offline" offlineicon: offlineuser offlinehidebydefault: true offlineminzoom: 0 # (optional) layer for showing player's spawn beds showspawnbeds: false spawnbedlabel: "Spawn Beds" spawnbedicon: bed spawnbedhidebydefault: true spawnbedminzoom: 0 spawnbedformat: "%name%'s bed" - 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, messa gettl is not used to age out messages

#scrollback: 100 - 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 ## # # # ## # # # class: org.dynmap.ClientComponent type: logo text: "Dynmap" #logourl: "images/block_surface.png" linkurl: "http://forums.bukkit.org/threads/dynmap.489/" 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? (De fault 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 n umber of cores) tiles-rendered-at-once: 2 # If true, use normal priority threads for rendering (versus low priority) - thi s can keep rendering # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread prio rity), 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 # Zoom-out tile update period - how often to scan for and process tile updates i nto zoom-out tiles (in seconds) zoomoutperiod: 30 # Tile hashing is used to minimize tile file updates when no changes have occurr ed - set to false to disable enabletilehash: true # Optional - control darkening of biome-shaded colors in swamp biomes (1.9+) - d efault is true for 1.9+, false for 1.8.x #swampshaded: false # Optional - control biome shading of water (1.9+) - default is true for 1.9+, f alse for 1.8.x #waterbiomeshaded: false # Optional - hide ores: render as normal stone (so that they aren't revealed by maps) #hideores: true # Optional - control rendering of fences (joining to blocks, as in 1.9+) - defau lt is true for 1.9+, false for 1.8.x #fence-to-block-join: true # Optional - enabled BetterGrass style rendering of grass and snow block sides #better-grass: true # Pre 0.29 render options - set all three to false if you want same results as 0 .28 (i.e. you have existing maps and don't want to render) # use-generated-textures: if true, use generated textures (same as client); fal se is static, pre 0.29 textures # correct-water-lighting: if true, use corrected water lighting (same as client ); false is legacy, pre 0.29 water (darker) # correct-biome-shading: if true, use fixed color mappings for birch, pine, lil y, and proper water shading (same as client); false is pre 0.29 use-generated-textures: true correct-water-lighting: true correct-biome-shading: true # To enable smooth biome shading (as done in MC 1.1.0+), set this to true (this does increase render processing about 10%) smooth-biome-shading: 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 o

ther apps or manually) #refreshskins: false # Control behavior for new (1.9+) compass orientation (sunrise moved 90 degrees: east is now what used to be south) # default is 'pre19' for 1.8 server (existing orientation), 'newrose' for 1.9+ (preserve 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 # Enable Industrial Craft 2 block rendering support (core, Advanced Machines, Ch arging Bench, Power Converters) #ic2-support: true #ic2-advancesmachines-support: true #ic2-chargingbench-support: true #ic2-powerconverters-support: true # Enable BuildCraft block rendering support #buildcraft-support: true # Enable RedPower2 block rendering support #redpower2-support: true # Enable NetherOres block rendering support #netherores-support: true render-triggers: #- chunkloaded #- playermove #- playerjoin - blockplaced - blockbreak - leavesdecay - blockburn - chunkgenerated - blockformed - blockfaded - blockspread - pistonmoved - explosion - blockfromto - blockphysics # Title for the web page - if not specified, defaults to the server's name (unle ss 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 network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access). # The TCP-port the webserver will listen on. webserver-port: 8123

# Maximum concurrent session on internal web server - limits resources used in B ukkit 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 wit h existing code, false=more secure (default)) allow-symlinks: true # Period between tile renders for fullrender, in seconds (non-zero to pace fullr enders, 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 o r greater progressloginterval: 100 # Parallel fullrender: if defined, number of concurrent threads used for fullren der or radiusrender # Note: setting this will result in much more intensive CPU use, some addition al 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 'fullren derplayerlimit' or more user's are logged in fullrenderplayerlimit: 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" 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 possibl e #followzoom: 3 #followmap: surface # Option to enable workaround for incorrectly encoded unicode in Cyrillic MC/Buk kit (not good for other code pages) cyrillic-support: false # If true, make persistent record of IP addresses used by player logins, to supp ort web IP to player matching persist-ids-by-ip: true # Messages to customize msg: maptypes: "Map Types" players: "Players" # Set to true to enable verbose startup messages - can help with debugging map c onfiguration problems # Set to false for a much quieter startup log verbose: false # Enables debugging. #debuggers: # - class: org.dynmap.debug.LogDebugger webserver-bindaddress: 85.131.206.206

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