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