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Config.yml
granny edited this page Sep 14, 2024
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📁Pl3xMap ├─── colors.yml ├─── config.yml <-- you are here ├─ 📁layers │ ├── players.yml │ ├── spawn.yml │ └── worldborder.yml ├─ 📁locale │ └── lang-en.yml ├─ 📁markers │ └── 📁 <world directories> │ └── <custom marker> └─ 📁web └── <webmap files>
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: http://localhost:8080
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: 8080
# 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:
# 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
# Renderers to use. Each renderer will render a different
# type of map. The built-in renderers include:
# vintage_story, basic, biomes, flowermap, inhabited, night, nether_roof, and vanilla
renderers:
vintage_story: overworld_basic
ui:
# The display name of the world in the world list.
# Use <world> to use the official world name.
display-name: <world>
# 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
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