settings: # Extra logger/console output. (can be spammy) debug-mode: false # The language file to use from the locale folder. language-file: lang-en.yml # Set the web address players use to connect to your map. This # is only used for the client mod to know where to connect. web-address: https://mc.zekro.de web-directory: # The directory that houses the website and world tiles. # This is a relative path from Pl3xMap's plugin directory, # unless it starts with / in which case it will be treated # as an absolute path. path: web/ # Set to true if you don't want Pl3xMap to overwrite # the website files on startup. (Good for servers that # customize these files) # Note: Be sure this is false when upgrading. read-only: false # The image format for tile images. # Built in types: bmp, gif, jpg, jpeg, png tile-format: png # The quality for image tiles (0.0 - 1.0) # 0.0 is low quality, high compression, small file size # 1.0 is high quality, no compression, large file size # Note: Not all image formats honor this setting. tile-quality: 0.0 map: zoom: # Forces the map's zoom level to always be a multiple of this. # By default, the zoom level snaps to the nearest integer; lower # values (e.g. 0.5 or 0.1) allow for greater granularity. A # value of 0 means the zoom level will not be snapped. snap: 0.25 # Controls how much the map's zoom level will change after a zoom in, # zoom out, pressing + or - on the keyboard, or using the zoom controls. # Values smaller than 1 (e.g. 0.5) allow for greater granularity. delta: 0.25 # How many scroll pixels (as reported by L.DomEvent.getWheelDelta) mean # a change of one full zoom level. Smaller values will make wheel-zooming # faster (and vice versa). wheel: 120 internal-webserver: # Enable the built-in web server. # Disable this if you want to use a standalone web server # such as apache or nginx. enabled: true # The interface the built-in web server should bind to. # This is NOT always the same as your public facing IP. # If you don't understand what this is, # leave it set to 0.0.0.0 bind: 0.0.0.0 # The port the built-in web server listens to. # Make sure the port is allocated if using Pterodactyl. port: 8100 # Allows the built-in web server to follow symlinks. # It is generally advised against enabling this, # for security reasons. But you do you, boo boo. follow-symlinks: false performance: live-update: # Whether or not the real-time marker system should run. enabled: true # The number of process-threads to use for real-time marker updates on the map. # Value of -1 will use 50% of the available cpu-threads. (recommended) threads: -1 # The number of process-threads to use for loading and scanning chunks. # Value of -1 will use 50% of the available cpu-threads. (recommended) render-threads: -1 gc: # Runs the JVM GC after a render job stops to free up memory immediately. when-finished: true # Runs the JVM GC aggressively while a render is running # CAUTION: this _will_ slow down your renders! when-running: false world-settings: default: # Enables this world to be rendered on the map. enabled: true render: # Renderers to use. Each renderer will render a different type of map. The value is the icon # that the renderer should use in the Web UI. These are any "*.png" files under "web/images/icon/" # # The built-in renderers include (key): # vintage_story, basic, biomes, flowermap, inhabited, night, nether_roof, and vanilla # # The built-in icons include (value): # overworld_basic, overworld_biomes, overworld_night, # nether_basic, nether_biomes, nether_night, nether_roof, # the_end_basic, the_end_biomes, the_end_night, # flowermap, inhabited, vanilla renderers: vintage_story: overworld_basic # World skylight value. This is used for the day/night cycle # map (not yet implemented) .Values are clamped to 0-15 # with 0 being darkest and 15 being full bright. skylight: 15 # Enables blending of biome grass/foliage/water colors similar to # the client's biome blending option. # Values are clamped to 0-7 biome-blend: 3 # Enable translucent fluids. # This will make the fluids look fancier and translucent, # so you can see the blocks below in shallow fluids. translucent-fluids: true # Enable translucent glass. # This will make the glass look fancier and translucent, # so you can see the blocks below. translucent-glass: true # Type of heightmap to render. # NONE has no heightmap drawn. # EVEN_ODD makes every other Y layer darker, like Dynmap. # HIGH_CONTRAST same as MODERN, but darker. # LOW_CONTRAST same as MODERN, but lighter. # MODERN is a clearer, more detailed view. # OLD_SCHOOL is the old type from v1. # VANILLA matches the in-game vanilla maps. # EVEN_ODD_HIGH_CONTRAST mix of EVEN_ODD and HIGH_CONTRAST. # EVEN_ODD_LOW_CONTRAST mix of EVEN_ODD and LOW_CONTRAST. # EVEN_ODD_MODERN mix of EVEN_ODD and MODERN. # EVEN_ODD_OLD_SCHOOL mix of EVEN_ODD and OLD_SCHOOL. # EVEN_ODD_VANILLA mix of EVEN_ODD and VANILLA. heightmap-type: MODERN # Visible areas of the world. visible-areas: - type: world-border ui: # The display name of the world in the world list. # Use to use the official world name. display-name: # The order of the world in the world list order: 0 # Shows the footer attributes attribution: true # The display position for the blockinfo box blockinfo: bottomleft # The display position for the coordinates box coords: bottomcenter # The display position for the link box link: bottomright center: # The x coordinate for the map to load at. # A value of -1 will default to world spawn. x: -1 # The z coordinate for the map to load at. # A value of -1 will default to world spawn. z: -1 zoom: # The default zoom when loading the map in browser. # Normal sized tiles (1 pixel = 1 block) are # always at zoom level 0. default: 0 # The maximum zoom out you can do on the map. # Each additional level requires a new set of tiles # to be rendered, so don't go too wild here. max-out: 3 # Extra zoom in layers will stretch the original # tile images so you can zoom in further without # the extra cost of rendering more tiles. max-in: 2 world: enabled: true render: renderers: vintage_story: overworld_basic ui: display-name: Overworld order: 0 world_nether: render: renderers: basic: nether_basic skylight: 0 ui: display-name: The Nether order: 1 world_the_end: render: renderers: basic: the_end_basic skylight: 0 ui: display-name: The End order: 2