Voici ma config:
configuration.txt:
- All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/
- All map templates are defined in the templates directory
- To use the HDMap very-low-res (2 ppb) map templates as world defaults, set value to vlowres
- The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and the_end-vlowres.txt
- To use the HDMap low-res (4 ppb) map templates as world defaults, set value to lowres
- The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and the_end-lowres.txt
- To use the HDMap hi-res (16 ppb) map templates (these can take a VERY long time for initial fullrender), set value to hires
- The definitions of these templates are in normal-hires.txt, nether-hires.txt, and the_end-hires.txt
- 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
- The definitions of these templates are in normal-low_boost_hi.txt, nether-low_boost_hi.txt, and the_end-low_boost_hi.txt
- 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
- The definitions of these templates are in normal-hi_boost_vhi.txt, nether-hi_boost_vhi.txt, and the_end-hi_boost_vhi.txt
- 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
- The definitions of these templates are in normal-hi_boost_xhi.txt, nether-hi_boost_xhi.txt, and the_end-hi_boost_xhi.txt
deftemplatesuffix: vlowres
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, color codes in player display names are used
use-name-colors: 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
# Require login for web-to-server chat (requires login-enabled: true)
webchat-requires-login: false
# If set to true, users must have dynmap.webchat permission in order to chat
webchat-permissions: false
# Limit length of single chat messages
chatlengthlimit: 256
# # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
# hideifshadow: 4
# # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
# hideifundercover: 14
# # (Optional) if true, players that are crouching/sneaking will be hidden
hideifsneaking: false
# If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
protected-player-info: false
# If true, hide players with invisibility potion effects active
hide-if-invisiblity-potion: true
# If true, player names are not shown on map, chat, list
hidenames: false
#- class: org.dynmap.JsonFileClientUpdateComponent
# writeinterval: 1
# sendhealth: true
# sendposition: true
# allowwebchat: true
# webchat-interval: 5
# hidewebchatip: false
# includehiddenplayers: false
# use-name-colors: false
# use-player-login-ip: false
# require-player-login-ip: false
# block-banned-player-chat: true
# hideifshadow: 0
# hideifundercover: 0
# hideifsneaking: false
# # Require login for web-to-server chat (requires login-enabled: true)
# webchat-requires-login: false
# # If set to true, users must have dynmap.webchat permission in order to chat
# webchat-permissions: false
# # Limit length of single chat messages
# chatlengthlimit: 256
# hide-if-invisiblity-potion: true
# hidenames: false
- class: org.dynmap.SimpleWebChatComponent
allowchat: true
# If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.
allowurlname: false
# 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 (for 'maxofflinetime' minutes after logoff)
showofflineplayers: false
offlinelabel: "Offline"
offlineicon: offlineuser
offlinehidebydefault: true
offlineminzoom: 0
maxofflinetime: 30
# (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, messagettl is not used to age out messages
#scrollback: 100
# Optiona; set maximum number of lines visible for chatbox
#visiblelines: 10
# Optional: send push button
sendbutton: false
- 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
show-mcr: false
# Note: more than one logo component can be defined
#- class: org.dynmap.ClientComponent
# type: logo
# text: "Dynmap"
# #logourl: "images/block_surface.png"
# linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
# # Valid positions: top-left, top-right, bottom-left, bottom-right
# position: bottom-right
#- 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? (Default false)
display-whitelist: false
- How often a tile gets rendered (in seconds).
renderinterval: 60
- 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 number of cores)
tiles-rendered-at-once: 2
- If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
- from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), 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 into zoom-out tiles (in seconds)
zoomoutperiod: 30
- Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
initial-zoomout-validate: true
- Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering
- of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can
- also be set on individual worlds and individual maps.
tileupdatedelay: 30
- Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
enabletilehash: true