Skip to content
FedUpWith-Tech edited this page May 15, 2021 · 20 revisions

This page is currently a draft, not all is formatted correctly and will be finished soon™️

This page covers everything inside Configuration.txt

This is a very long and very in-depth page, it covers more options and content than most will need. For basic setup see Installation


deftemplatesuffix

This defines the render RESOLUTION of your map. To adjust the quality (and filesize) of your map see the section on file type. The available resolution options are vlowres, lowres, hires, low_boost_hi, hi_boost_vhi, hi_boost_xhi:

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  

The default is:

deftemplatesuffix: hires

storage-scheme

This section defines how your map will be stored, the three natively supported methods are filetree, sqlite and mysql. Filetree means all the map tiles will be stored as image files in the tiles directory, this is the default and recommended for most servers. SQLite means the map tiles will be stored in a local SQLite database, this is recommended for small-medium sized servers or Windows based servers. MySQL means the map tiles will be stored in a separate MySQL server. This is recommended for any server size and is most common for hosting services that include MySQL servers as part of their service.

# Map storage scheme: only uncomment one 'type' value
#  filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting
#  sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory)
#  mysql: MySQL database, at hostname:port in database, accessed via userid with password
storage:
  # Filetree storage (standard tree of image files for maps)
  type: filetree
  # SQLite db for map storage (uses dbfile as storage location)
  #type: sqlite
  #dbfile: dynmap.db
  # MySQL DB for map storage (at 'hostname':'port' with flags "flags" in database 'database' using user 'userid' password 'password' and table prefix 'prefix')
  #type: mysql
  #hostname: localhost
  #port: 3306
  #database: dynmap
  #userid: dynmap
  #password: dynmap
  #prefix: ""
  #flags: "?allowReconnect=true"

Components

This section allows you to configure any and all of Dynmap's functionality. Not all components can be enabled at once and a few are critical to Dynmap's functionality. This section will contain only a summary of each component; for detailed component configuration please go the the Component Configuration Page.

components:

This is a required component for Dynmap to run, there are no settings.
Default is Enabled.

  - class: org.dynmap.ClientConfigurationComponent

This component controls Dynmap updating web clients that are connected to the internal web server. It should be enabled if you are using the internal webserver and DISABLED if you are using an external webserver.
Default is Enabled.

  - class: org.dynmap.InternalClientUpdateComponent

This component controls Dynmap updating web clients that are connected to an external web server. It should NOT be enabled if you are using the internal web server and ENABLED if you are using an external webserver.
Default is Disabled.

  #- class: org.dynmap.JsonFileClientUpdateComponent

This component controls the Server -> Web part of the chat bridge. Disabling this component will stop the server sending chat messages to the Web but it will NOT stop the web from sending chat to the server.
Default is Enabled.

  - class: org.dynmap.SimpleWebChatComponent

This component controls the built in map-marker functionality. It controls markers set via /dmarker, marker signs, and the API. Default is Enabled.

  - class: org.dynmap.MarkersComponent

These components control the user-experience of Dynmap. They adjust things like what elements are visible to the web client or custom logos visible to web users. For simplicities sake, the options for each of these components has been removed and can be found on the Component Configuration Page.

This component controls the Web -> Server part of the chat bridge. Disabling this component will disable web users from sending chat messages but not disable them from receiving chat messages. If you disable this component we highly recommend disabling the chat box component to completely remove that interface from the web.
Default is Enabled.

  - class: org.dynmap.ClientComponent
    type: chat 

This component allows pop-up chat balloons above player markers. Disabling it will stop chat messages from appearing above player's heads on the map. This component requires the player markers component to be enabled. Default is Enabled.

  - class: org.dynmap.ClientComponent
    type: chatballoon 

This component controls the web-chat interface. It controls how many lines of chat are viewable, the delay for messages, and if player faces are visible in the chat window. Disabling this will not disable web users from chatting, just hides the window. If you disable this component make sure to also disable the Chat component and vice versa. Default is Enabled.

  - class: org.dynmap.ClientComponent
    type: chatbox 

This component controls if player positions and names are shown on the map. This component must be enabled for the Chat Balloon component to function. Disabling this component will completely remove the player markers from the map. Default is Enabled.

  - class: org.dynmap.ClientComponent
    type: playermarkers 

Note: Only one clock can be enabled at a time. This Component shows a simple digital clock corresponding to the in-game time of the world currently being viewed. This clock is fairly accurate on Vanilla Minecraft but can often be inaccurate on Modded Minecraft or if you have any plugins that allow per-user time of day. Default is Disabled.

  #- class: org.dynmap.ClientComponent
  #  type: digitalclock 

Note: Only one clock can be enabled at a time. This Component shows a complex time-of-day clock corresponding to the in-game time of the world currently being viewed. Sun and Moon icons appear to traverse the clock This clock is fairly accurate on Vanilla Minecraft but can often be inaccurate on Modded Minecraft or if you have any plugins that allow per-user time of day.
Default is Enabled.

  - class: org.dynmap.ClientComponent
    type: timeofdayclock 

This component adds a link button in the bottom right corner of the web interface that contains a link to the current map view. This button can be right-clicked and the link copied so that you can bookmark a location or share that view with someone else. Disabling this component will remove the link button from the web interface, manually copying the link from the URL will still allow you to save the current perspective. Default is Enabled.

  - class: org.dynmap.ClientComponent
    type: link 

Note: This is only accurate on the 2D view. The 3D view cannot accurately show perfectly correct coordinates. This component controls the Coordinate Panel in the top left portion of the web interface. It displays the in-game coordinates of where the mouse pointer currently is. Disabling this will remove the Coordinate Panel from the web interface. Default is Enabled.

  - class: org.dynmap.ClientComponent
    type: coord 

This component allows you to place a custom image in one of the corners of the map. Traditionally, this is a server logo or other branding and should be a PNG for transparency. A semi-transparent white background will be the background of the image. This does not scale images at all, the size of images uploaded will be the size on the screen (a 512x512 logo will be 512x512 on the web map). Default is Disabled.

  #- class: org.dynmap.ClientComponent
  #  type: logo 

This component controls the inactive timer of the internal webserver. If you are using the internal webserver and would like users to be timed out from viewing the map after a set period of time, enable this. A custom timeout length and timeout page can be set. Default is Disabled.

  #- class: org.dynmap.ClientComponent
  #  type: inactive 

display-whitelist

This defines whether to count hiddenplayers.txt as a whitelist or not. Hiddenplayers.txt allows you to hide certain usernames from showing up on the web sidebar, if display-whitelist is set to true, only players in hiddenplayers.txt will show on the web sidebar. The default is:

display-whitelist: false

renderinterval

This defines how often dynmap attempts to render tiles. Each tile is an image of your map, the size can range from just a few blocks^2 to thousands^2 depending on quality profile and zoom level of the tile being rendered. The average map will have tens of thousands of tiles, this setting should not be set above 1. It is measured in tiles per second. The default is:

renderinterval: 1

renderacceleratethreshold

This defines a threshold for how many tiles can end up in the render queue before Dynmap attempts to accelerate rendering tiles. Setting this too low can cause performance issues. It is measured in tiles. The default is:

renderacceleratethreshold: 60

renderaccelerateinterval

This settings defines the speed Dynmap will attempt to render at once the renderacceleratethreshold has been reached. Settings this too low may cause performance issues. It is measured in tiles per second. The default is:

renderaccelerateinterval: 0.2

tiles-rendered-at-once

This setting controls how many tiles Dynmap attempts to update at once. This works in combination with renderinterval to greatly change the amount of tiles rendered per second. It is not recokmmended setting this value higher than the amount of CPU cores your server has. The default value is unset and Dynmap uses half the number of CPU cores on the server. Changing this setting will greatly affect server performance during full-renders and radius-renders but only have a marginal impact during regular update-renders. It is measured in tiles. The default is:

#tiles-rendered-at-once: 2

usenormalthreadpriority

This setting tells Windows Operating systems to run the Dynmap render process at a normal priority (versus low priority as is standard for background processes. This can help make update renders more consistent and prevent Windows from stopping long renders. Linux pretty much ignores this setting but can result in unexpected behavior. The default is:

usenormalthreadpriority: true 

saverestorepending

This setting allows Dynmap to store render queues to resume a render after a server restart. We don't recommend you change this setting unless you have issues with Dynmap at startup or you have a very low power server. The default is:

saverestorepending: true 

save-pending-period

This setting controls how often Dynmap saves the render queue to disk for crash recovery of jobs. This is measured in seconds. The default is:

save-pending-period: 900

zoomoutperiod

This setting controls how often Dynmap checks to update zoom-out tiles. These are the tiles with "z" in the name, as they cover very large portions of the map Dynmap does not update the zoomout tiles with the same frequency as standard tiles. Setting this too low will result in performance decreases, setting this too high will result in slower updating of the zoomout tiles and cause the zoomed out tiles to be outdated. This is measured in seconds. The default is:

zoomoutperiod: 30

initial-zoomout-validate

This setting controls if Dynmap checks to see if the zoomout tiles are up-to-date on server startup. This can be an easy way to force-update the zoomout tiles if some are out of date however can cause large performance penalties on server startup due to the large amount of rendering Dynmap will be doing. The default is:

initial-zoomout-validate: true

tileupdatedelay

This setting controls how long to delay tile updates after Dynmap detects a change from render-triggers. This setting should not be set too low as it may cause Dynmap to re-render the same tiles repeatedly. This settings can also be overridden in worlds.txt on a per-world or per-map basis to allow fine tuned control of how quickly Dynmap updates maps after activity. This is measured in seconds. The default is:

tileupdatedelay: 30

enabletilehash

This setting controls whether or not Dynmap compares the hashes of the tiles when it triggers an update. If the tile after an update is the same exact image (no visible changes) it will skip updating that tile to save resources. We do not recommend disabling this setting. The default is:

enabletilehash: true

hideores

This setting tells Dynmap to render ores as regular stone. This only works with the default texture pack and is just a simple texture swap. Enabling this after the map has been rendered will require a re-render. The default is:

#hideores: true

better-grass

This setting tells Dynmap to render grass and snow blocks in the BetterGrass (Optifine) style. Changing this setting after the map has been rendered will require a re-render. The default is:

#better-grass: true

smooth-lighting

This setting tells Dynmap to use smooth-lighting when rendering the map. For an example, adjust the smooth lighting option in your Minecraft client. This setting can be overridden in worlds.txt on a per-world or per-map basis. Adjusting this setting after the map has been rendered will require a re-render.
The default is:

smooth-lighting: true

use-brightness-table

This setting tells Dynmap to use the light level of the blocks in the world to determine brightness. If set to false Dynmap will use the legacy lighting curve to render the map. This setting can be overridden in worlds.txt on a per-world or per-map basis. Adjusting this setting after the map has been rendered will require a re-render. The default is:

use-brightness-table: true

block-alias

This setting allows specific blocks to be hidden or appear as other blocks on the map. It is most useful for hiding this like chests or mob spawners however it can also be used to define simple placeholders for custom blocks from other mods. This setting has very specific syntax and must be set as "minecraft:block": "minecraft:replacement" If you are not using the modded version of Dynmap you don't have to include minecraft:. The default is:

block-alias:
#    "minecraft:quartz_ore": "stone"
#    "diamond_ore": "coal_ore"

image-format

This setting controls what file type and compression Dynmap should use when saving the tiles. Dynmap supports PNG, JPG, and (WEBP)[] files as well as different quality levels of JPG files. The standard profiles are png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100. PNG files are uncompressed and allow for the highest quality image of the map however take up the most space. JPG allows you to compress the images and save on space as well as network bandwidth with significantly smaller files. This setting can be overridden in worlds.txt on a per-world or per-map basis. NOTE: To use WEBP you must use Dynmap build 426 or later and include the webp tools on their system. (For detailed instructions on WEBP see this Reddit post.)[https://www.reddit.com/r/Dynmap/comments/ji7h87/support_for_webp_map_image_format_in_31snapshot/] The default is:

image-format: jpg-q90

use-generated-textures

This setting controls how Dynmap renders water and lava textures. If set true, Dynmap renders fluids as they appear in game. If set false, Dynmap renders static textures. The default is:

use-generated-textures: true

correct-water-lighting

This setting controls how Dynmap renders light levels of water and blocks under water. If set true, Dynmap renders fluids and blocks as they appear in game. If set false, Dynmap uses the legacy (darker) lighting engine. The default is:

correct-water-lighting: true

transparent-leaves

This setting controls whether or not Dynmap renders leaves as transparent. This setting needs to be set false for some mods and modded server versions for compatibility. There is no performance difference on vanilla. The default is:

transparent-leaves: true

ctm-support

This setting controls whether or not Dynmap uses the Connected Texture Mod (CTM) to render connected or multiblock textures. This is usually required by most texture packs/mods and should not be normally changed. The default is:

ctm-support: true

custom-colors-support

This setting controls if Dynmap uses Custom Colors in texture packs to render the map. This is most useful for custom grass/water/leaf colors in texture packs, it does not affect custom biome shading. This is usually required by most texture packs/mods and should not be normally changed. The default is:

custom-colors-support: true

fetchskins

This setting controls if Dynmap should fetch custom player skins for player markers. By default it is enabled. If this is disabled Dynmap will show all players with the Steve skin. The default is:

#fetchskins: false

refreshskins

This setting controls if Dynmap should update player skins once it has saved them. By default it is enabled. If this is disabled player skins will not update automatically. The default is:

#refreshskins: false

skin-url

This setting tells Dynmap where to get player skins from. This should not normally be changed unless you know what you are doing. %player% is a macro for the player name. The default is:

skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"

skinsrestorer-integration

This setting tells Dynmap to integrate with the SkinsRestorer plugin to fetch player skins. This is usually required for offline servers or server that don't authenticate against Mojang. This is disabled by default. The default is:

#skinsrestorer-integration: true

render-triggers

These settings control when and how Dynmap updates the map. Adjusting these can affect server performance and can be helpful to speed up or slow down map updates. Disabling all of the render triggers will effectively stop Dynmap from automatically updating. If all triggers are disabled a radius-render or full-render will be the only way to update the map. As of Dynmap 3.1 there are 17 options:

  • playermove This is not recommended to be enabled. If enabled, Dynmap will trigger all tiles that contain blocks that a player moves to be updated. This can be a useful debugging tool but will crash servers with multiple people on.
  • playerjoin This is not recommended to be enabled. If enabled, Dynmap will trigger all tiles in chunks around a player to be updated on player join. This can easily be exploited by players and cause severe performance issues and crashes.
  • blockplaced This is enabled by default. If enabled, Dynmap will mark tiles that contain blocks that were recently placed by a player to be updated.
  • blockbreak This is enabled by default. If enabled, Dynmap will mark tiles that contain blocks that were recently broken by a player to be updated.
  • leavesdecay This is enabled by default. If enabled, Dynmap will mark tiles that contain leaves that have decayed to updated. Disabling this setting can cause floating leaves to be present on the map after a tree has been broken and is not usually recommended to be disabled. Large servers with auto-tree chopping plugins may consider disabling this.
  • blockburn This is enabled by default. If enabled, Dynmap will mark tiles that contain blocks that have recently been burned to be updated. This is not usually recommended to be disabled as blocks that have been burned may remain on the map but not in-game.
  • chunkgenerated This is enabled by default. If enabled, Dynmap will mark all tiles within chunks that have recently been generated to be updated (rendered for the first time). If you have pregenerated your world to the border this can be disabled but is not recommended as it will cause no performance penalty. For low power servers this can make the server extra laggy during world generation.
  • blockformed This is enabled by default. I don't know what this trigger does.
  • blockfaded This is enabled by default. I don't know what this trigger does.
  • blockspread This is enabled by default. I don't know what this trigger does.
  • pistonmoved This is enabled by default. If enabled, Dynmap will update tiles that contain recently activated pistons. This setting can cause performance issues if large flying machines or massive piston farms are used. If tileupdatedelay is set properly, this setting has very little impact on server performance.
  • explosion This is enabled by default. If enabled, Dynmap will update tiles that recently contained explosions.
  • blockfromto This is disabled by default. I don't know what this trigger does.
  • blockphysics This is disabled by default. I don't know what this trigger does.
  • structuregrow This is enabled by default. I don't know what this trigger does.
  • blockgrow This is enabled by default. If enabled, Dynmap will mark all tiles that have grow events (trees, crops, etc.) to be updated.
  • blockredstone This is disabled by default. If enabled, Dynmap will mark all tiles that have redstone updates to be updated. This setting can cause severe performance penalties on servers with large redstone contraptions and can be abused by players. It is not normally recommended.

The default config for triggers is:

render-triggers:
  #- playermove
  #- playerjoin
  - blockplaced
  - blockbreak
  - leavesdecay
  - blockburn
  - chunkgenerated
  - blockformed
  - blockfaded
  - blockspread
  - pistonmoved
  - explosion
  #- blockfromto
  #- blockphysics
  - structuregrow
  - blockgrow
  #- blockredstone

# Title for the web page - if not specified, defaults to the server's name (unless 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 path were the /dynmapexp command exports OBJ ZIP files
exportpath: export

# The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
# If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
#webserver-bindaddress: 0.0.0.0

# The TCP-port the webserver will listen on.
webserver-port: 8123

# Maximum concurrent session on internal web server - limits resources used in Bukkit 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 with existing code, false=more secure (default))
allow-symlinks: true

# 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
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

# 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

Contents

Setup

Advanced Configuration

Mod Support

Developers

Clone this wiki locally