566 lines
23 KiB
Nix
566 lines
23 KiB
Nix
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{ secrets, ... }:
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{
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# All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/
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# All map templates are defined in the templates directory
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# To use the HDMap very-low-res (2 ppb) map templates as world defaults, set value to vlowres
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# The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and the_end-vlowres.txt
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# To use the HDMap low-res (4 ppb) map templates as world defaults, set value to lowres
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# The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and the_end-lowres.txt
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# To use the HDMap hi-res (16 ppb) map templates (these can take a VERY long time for initial fullrender), set value to hires
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# The definitions of these templates are in normal-hires.txt, nether-hires.txt, and the_end-hires.txt
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# To use the HDMap low-res (4 ppb) map templates, with support for boosting resolution selectively to hi-res (16 ppb), set value to low_boost_hi
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# The definitions of these templates are in normal-low_boost_hi.txt, nether-low_boost_hi.txt, and the_end-low_boost_hi.txt
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# To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to vhi-res (32 ppb), set value to hi_boost_vhi
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# The definitions of these templates are in normal-hi_boost_vhi.txt, nether-hi_boost_vhi.txt, and the_end-hi_boost_vhi.txt
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# To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to xhi-res (64 ppb), set value to hi_boost_xhi
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# The definitions of these templates are in normal-hi_boost_xhi.txt, nether-hi_boost_xhi.txt, and the_end-hi_boost_xhi.txt
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deftemplatesuffix = "hires";
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# Set default tile scale (0 = 128px x 128x, 1 = 256px x 256px, 2 = 512px x 512px, 3 = 1024px x 1024px, 4 = 2048px x 2048px) - 0 is default
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# Note: changing this value will result in all maps that use the default value being required to be fully rendered
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#defaulttilescale = 0;
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# Map storage scheme: only uncomment one 'type' value
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# filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting
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# sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory)
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# mysql: MySQL database, at hostname:port in database, accessed via userid with password
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# mariadb: MariaDB database, at hostname:port in database, accessed via userid with password
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# postgres: PostgreSQL database, at hostname:port in database, accessed via userid with password
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storage = {
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type = "postgres";
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hostname = "localhost";
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port = secrets.ports.postgres;
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database = "dynmap";
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userid = "dynmap";
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password = builtins.readFile secrets.keys.postgres.dynmap;
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flags = "?allowReconnect=true&autoReconnect=true";
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};
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components = [
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{
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class = "org.dynmap.ClientConfigurationComponent";
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}
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{
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class = "org.dynmap.InternalClientUpdateComponent";
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sendhealth = true;
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sendposition = true;
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allowwebchat = true;
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webchat-interval = 5;
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hidewebchatip = false;
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trustclientname = false;
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includehiddenplayers = false;
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# (optional) if true, color codes in player display names are used
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use-name-colors = true;
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# (optional) if true, player login IDs will be used for web chat when their IPs match
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use-player-login-ip = true;
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# (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
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require-player-login-ip = true;
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# (optional) block player login IDs that are banned from chatting
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block-banned-player-chat = true;
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# Require login for web-to-server chat (requires login-enabled: true)
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webchat-requires-login = false;
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# If set to true, users must have dynmap.webchat permission in order to chat
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webchat-permissions = false;
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# Limit length of single chat messages
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chatlengthlimit = 256;
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# # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
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# hideifshadow = 4;
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# # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
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# hideifundercover = 14;
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# # (Optional) if true, players that are crouching/sneaking will be hidden
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hideifsneaking = false;
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# If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
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protected-player-info = false;
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# If true, hide players with invisibility potion effects active
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hide-if-invisiblity-potion = true;
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# If true, player names are not shown on map, chat, list
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hidenames = false;
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}
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# {
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# class = "org.dynmap.JsonFileClientUpdateComponent";
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# writeinterval = 1;
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# sendhealth = true;
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# sendposition = true;
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# allowwebchat = true;
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# webchat-interval = 5;
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# hidewebchatip = false;
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# includehiddenplayers = false;
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# use-name-colors = false;
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# use-player-login-ip = false;
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# require-player-login-ip = false;
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# block-banned-player-chat = true;
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# hideifshadow = 0;
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# hideifundercover = 0;
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# hideifsneaking = false;
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# # Require login for web-to-server chat (requires login-enabled: true)
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# webchat-requires-login = false;
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# # If set to true, users must have dynmap.webchat permission in order to chat
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# webchat-permissions = false;
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# # Limit length of single chat messages
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# chatlengthlimit = 256;
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# hide-if-invisiblity-potion = true;
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# hidenames = false;
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# }
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{
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class = "org.dynmap.SimpleWebChatComponent";
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allowchat = false;
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# If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.
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allowurlname = false;
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}
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# Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
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{
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class = "org.dynmap.MarkersComponent";
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type = "markers";
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showlabel = false;
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enablesigns = false;
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# Default marker set for sign markers
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default-sign-set = "markers";
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# (optional) add spawn point markers to standard marker layer
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showspawn = true;
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spawnicon = "world";
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spawnlabel = "Spawn";
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# (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
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showofflineplayers = false;
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offlinelabel = "Offline";
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offlineicon = "offlineuser";
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offlinehidebydefault = true;
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offlineminzoom = 0;
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maxofflinetime = 30;
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# (optional) layer for showing player's spawn beds
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showspawnbeds = false;
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spawnbedlabel = "Spawn Beds";
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spawnbedicon = "bed";
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spawnbedhidebydefault = true;
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spawnbedminzoom = 0;
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spawnbedformat = "%name%'s bed";
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# (optional) show world border (vanilla 1.8+)
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showworldborder = true;
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worldborderlabel = "Border";
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}
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{
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class = "org.dynmap.ClientComponent";
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type = "chat";
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allowurlname = false;
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}
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{
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class = "org.dynmap.ClientComponent";
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type = "chatballoon";
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focuschatballoons = false;
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}
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{
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class = "org.dynmap.ClientComponent";
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type = "chatbox";
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showplayerfaces = true;
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messagettl = 5;
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# Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
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# scrollback = 100;
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# Optional: set maximum number of lines visible for chatbox
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# visiblelines = 10;
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# Optional: send push button
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sendbutton = false;
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}
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{
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class = "org.dynmap.ClientComponent";
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type = "playermarkers";
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showplayerfaces = true;
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showplayerhealth = true;
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# If true, show player body too (only valid if showplayerfaces=true)
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showplayerbody = false;
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# Option to make player faces small - don't use with showplayerhealth or largeplayerfaces
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smallplayerfaces = false;
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# Option to make player faces larger - don't use with showplayerhealth or smallplayerfaces
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largeplayerfaces = false;
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# Optional - make player faces layer hidden by default
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hidebydefault = false;
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# Optional - ordering priority in layer menu (low goes before high - default is 0)
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layerprio = 0;
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# Optional - label for player marker layer (default is 'Players')
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label = "Players";
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}
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# {
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# class = "org.dynmap.ClientComponent";
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# type = "digitalclock";
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# }
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{
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class = "org.dynmap.ClientComponent";
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type = "link";
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}
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{
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class = "org.dynmap.ClientComponent";
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type = "timeofdayclock";
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showdigitalclock = true;
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showweather = true;
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}
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# Mouse pointer world coordinate display
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{
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class = "org.dynmap.ClientComponent";
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type = "coord";
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label = "Location";
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hidey = false;
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show-mcr = false;
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show-chunk = false;
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}
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# Note: more than one logo component can be defined
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# {
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# class = "org.dynmap.ClientComponent";
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# type = "logo";
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# text = "Dynmap";
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# #logourl: "images/block_surface.png"
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# linkurl = "http://forums.bukkit.org/threads/dynmap.489/";
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# # Valid positions: top-left, top-right, bottom-left, bottom-right
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# position = "bottom-right";
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# }
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# {
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# class = "org.dynmap.ClientComponent";
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# type = "inactive";
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# timeout = 1800; # in seconds (1800 seconds = 30 minutes)
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# redirecturl = "inactive.html";
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# # showmessage = "You were inactive for too long.";
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# }
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# {
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# class = "org.dynmap.TestComponent";
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# stuff = "This is some configuration-value";
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# }
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];
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# Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
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display-whitelist = false;
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# How often a tile gets rendered (in seconds).
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renderinterval = 1;
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# How many tiles on update queue before accelerate render interval
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renderacceleratethreshold = 60;
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# How often to render tiles when backlog is above renderacceleratethreshold
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renderaccelerateinterval = 0.2;
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# How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
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tiles-rendered-at-once = 2;
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# If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
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# from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
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# in more competition for CPU resources with other processes
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usenormalthreadpriority = true;
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# Save and restore pending tile renders - prevents their loss on server shutdown or /reload
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saverestorepending = true;
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# Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
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save-pending-period = 900;
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# Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
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zoomoutperiod = 30;
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# Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
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initial-zoomout-validate = true;
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# Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering
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# of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can
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# also be set on individual worlds and individual maps.
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tileupdatedelay = 30;
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# Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
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enabletilehash = true;
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# Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
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#hideores = true;
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# Optional - enabled BetterGrass style rendering of grass and snow block sides
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#better-grass = true;
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# Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
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smooth-lighting = true;
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# Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
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# false=classic Dynmap lighting curve
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use-brightness-table = true;
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# Optional - render specific block names using the textures and models of another block name: can be used to hide/disguise specific
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# blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
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block-alias = {
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# "minecraft:quartz_ore" = "stone";
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# "diamond_ore" = "coal_ore";
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};
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# Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100, webp, webp-q75, webp-q80, webp-q85, webp-q90, webp-q95, webp-q100, webp-l),
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# Note: any webp format requires the presence of the 'webp command line tools' (cwebp, dwebp) (https://developers.google.com/speed/webp/download)
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#
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# Has no effect on maps with explicit format settings
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image-format = "jpg-q90";
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# If cwebp or dwebp are not on the PATH, use these settings to provide their full path. Do not use these settings if the tools are on the PATH
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# For Windows, include .exe
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#
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#cwebpPath = "/usr/bin/cwebp";
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#dwebpPath = "/usr/bin/dwebp";
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# use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
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# correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
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# transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
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use-generated-textures = true;
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correct-water-lighting = true;
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transparent-leaves = true;
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# ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
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ctm-support = true;
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# custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
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custom-colors-support = true;
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# Control loading of player faces (if set to false, skins are never fetched)
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#fetchskins = false;
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# Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
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#refreshskins = false;
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# Customize URL used for fetching player skins (%player% is macro for name, %uuid% for UUID)
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skin-url = "http://skins.minecraft.net/MinecraftSkins/%player%.png";
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# Enable skins via SkinsRestorer plugin instead of internal legacy implementation (disabled by default)
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#skinsrestorer-integration = true;
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render-triggers = [
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# "playermove"
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# "playerjoin"
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"blockplaced"
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"blockbreak"
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"leavesdecay"
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"blockburn"
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"chunkgenerated"
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"blockformed"
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"blockfaded"
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"blockspread"
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"pistonmoved"
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"explosion"
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# "blockfromto"
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# "blockphysics"
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"structuregrow"
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"blockgrow"
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# "blockredstone"
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];
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# Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
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#webpage-title = "My Awesome Server Map";
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# The path where the tile-files are placed.
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tilespath = "web/tiles";
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# The path where the web-files are located.
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webpath = "web";
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# If set to false, disable extraction of webpath content (good if using custom web UI or 3rd party web UI)
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# Note: web interface is unsupported in this configuration - you're on your own
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update-webpath-files = true;
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# The path were the /dynmapexp command exports OBJ ZIP files
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exportpath = "export";
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# The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
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# If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
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#webserver-bindaddress = 0.0.0.0;
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# The TCP-port the webserver will listen on.
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webserver-port = secrets.ports.minecraft.dynmap;
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# Maximum concurrent session on internal web server - limits resources used in Bukkit server
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max-sessions = 30;
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# Disables Webserver portion of Dynmap (Advanced users only)
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disable-webserver = false;
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||
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# Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
|
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allow-symlinks = true;
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||
|
|
||
|
# Enable login support
|
||
|
login-enabled = false;
|
||
|
# Require login to access website (requires login-enabled: true)
|
||
|
login-required = false;
|
||
|
|
||
|
# 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;
|
||
|
|
||
|
# Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
|
||
|
progressloginterval = 100;
|
||
|
|
||
|
# Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
|
||
|
# Note: setting this will result in much more intensive CPU use, some additional 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 'fullrenderplayerlimit' or more users are logged in
|
||
|
fullrenderplayerlimit = 0;
|
||
|
# If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
|
||
|
updateplayerlimit = 0;
|
||
|
# Target limit on server thread use - msec per tick
|
||
|
per-tick-time-limit = 50;
|
||
|
# If TPS of server is below this setting, update renders processing is paused
|
||
|
update-min-tps = 18.0;
|
||
|
# If TPS of server is below this setting, full/radius renders processing is paused
|
||
|
fullrender-min-tps = 18.0;
|
||
|
# If TPS of server is below this setting, zoom out processing is paused
|
||
|
zoomout-min-tps = 18.0;
|
||
|
|
||
|
showplayerfacesinmenu = true;
|
||
|
|
||
|
# Control whether players that are hidden or not on current map are grayed out (true=yes)
|
||
|
grayplayerswhenhidden = true;
|
||
|
|
||
|
# Use player permissions to order player list: first to last, players are ordered by first permission listed that they have
|
||
|
# That is, anyone with first listed permission goes before anyone with second, etc, with users with none of the nodes going last
|
||
|
player-sort-permission-nodes = [
|
||
|
"bukkit.command.op"
|
||
|
];
|
||
|
|
||
|
# 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";
|
||
|
# }
|
||
|
|
||
|
# Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
|
||
|
# This now supports both IP address, and subnet ranges (e.g. 192.168.1.0/24 or 202.24.0.0/14 )
|
||
|
trusted-proxies = [
|
||
|
"127.0.0.1"
|
||
|
"0:0:0:0:0:0:0:1"
|
||
|
];
|
||
|
|
||
|
# Join/quit message format for web chat: set to "" to disable notice on web UI
|
||
|
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 possible
|
||
|
# followzoom = 3;
|
||
|
# followmap = "surface";
|
||
|
|
||
|
# If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
|
||
|
persist-ids-by-ip = true;
|
||
|
|
||
|
# If true, map text to cyrillic
|
||
|
cyrillic-support = false;
|
||
|
|
||
|
# If true, coordinates will be rounded
|
||
|
round-coordinates = true;
|
||
|
|
||
|
# Messages to customize
|
||
|
msg = {
|
||
|
maptypes = "Map Types";
|
||
|
players = "Players";
|
||
|
chatrequireslogin = "Chat Requires Login";
|
||
|
chatnotallowed = "You are not permitted to send chat messages";
|
||
|
hiddennamejoin = "Player joined";
|
||
|
hiddennamequit = "Player quit";
|
||
|
};
|
||
|
|
||
|
# URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
|
||
|
url = {
|
||
|
# configuration URL
|
||
|
# configuration = "up/configuration";
|
||
|
# update URL
|
||
|
# update = "up/world/{world}/{timestamp}";
|
||
|
# sendmessage URL
|
||
|
# sendmessage = "up/sendmessage";
|
||
|
# login URL
|
||
|
# login = "up/login";
|
||
|
# register URL
|
||
|
# register = "up/register";
|
||
|
# tiles base URL
|
||
|
# tiles = "tiles/";
|
||
|
# markers base URL
|
||
|
# markers = "tiles/";
|
||
|
};
|
||
|
|
||
|
# Customization commands - allows scripts to be run before/after certain events
|
||
|
custom-commands.image-updates = {
|
||
|
# Command run just before any image file is written or updated: run with single parameter with fully qualified file name
|
||
|
preupdatecommand = "";
|
||
|
# Command run just after any image file is written or updated: run with single parameter with fully qualified file name
|
||
|
postupdatecommand = "";
|
||
|
};
|
||
|
|
||
|
# Snapshot cache size, in chunks
|
||
|
snapshotcachesize = 500;
|
||
|
# Snapshot cache uses soft references (true), else weak references (false)
|
||
|
soft-ref-cache = true;
|
||
|
|
||
|
# Player enter/exit title messages for map markers
|
||
|
#
|
||
|
# Processing period - how often to check player positions vs markers - default is 1000ms (1 second)
|
||
|
#enterexitperiod = 1000;
|
||
|
# Title message fade in time, in ticks (0.05 second intervals) - default is 10 (1/2 second)
|
||
|
#titleFadeIn = 10;
|
||
|
# Title message stay time, in ticks (0.05 second intervals) - default is 70 (3.5 seconds)
|
||
|
#titleStay = 70;
|
||
|
# Title message fade out time, in ticks (0.05 seocnd intervals) - default is 20 (1 second)
|
||
|
#titleFadeOut = 20;
|
||
|
# Enter/exit messages use on screen titles (true - default), if false chat messages are sent instead
|
||
|
#enterexitUseTitle = true;
|
||
|
# Set true if new enter messages should supercede pending exit messages (vs being queued in order), default false
|
||
|
#enterReplacesExits = true;
|
||
|
|
||
|
# Published public URL for Dynmap server (allows users to use 'dynmap url' command to get public URL usable to access server
|
||
|
# If not set, 'dynmap url' will not return anything. URL should be fully qualified (e.g. https://mc.westeroscraft.com/)
|
||
|
#publicURL = "http://my.greatserver.com/dynmap";
|
||
|
|
||
|
# 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 = false;
|
||
|
|
||
|
# Enables debugging.
|
||
|
# debuggers - [
|
||
|
# {
|
||
|
# class = "org.dynmap.debug.LogDebugger";
|
||
|
# }
|
||
|
# ];
|
||
|
# Debug: dump blocks missing render data
|
||
|
dump-missing-blocks = false;
|
||
|
|
||
|
# Have dynmap migrate old chunks to the new format for the current MC version (specifically, for migrating pre-1.13 chunks to 1.13 or 1.14). This is needed
|
||
|
# in order to render chunks on an upgraded server (due to various bugs/limitations in CB/spigot 1.13+). This setting is NOT suggested to be enabled full time,
|
||
|
# but only long enough to do a fullrender of a migrated world - it should be turned back off once worlds are migrated). It is EXPERIMENTAL, so be sure to backup
|
||
|
# your worlds before running with this setting enabled (set to true)
|
||
|
#
|
||
|
#migrate-chunks = true;
|
||
|
|
||
|
# Log4J defense: string substituted for attempts to use macros in web chat
|
||
|
hackAttemptBlurb = "(IaM5uchA1337Haxr-Ban Me!)";
|
||
|
}
|