Dynmap Help

Discussion in 'Bukkit Help' started by Cubby208, Nov 9, 2013.

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    Hello, i am trying to get dynmap to work. I am having issues connecting online. Ok the only way i can make this work is by connecting with this adress.
    My frustration is not being to connect from other computers on my network. By default it put it at
    so i whent into the configuration and changed that ip to my public ip. Saved and reloaded. The server log still insisted that is would bind on
    and then i put the private ip (connect from other places on same network. saved and reloaded
    the server still binds to
    heres the current config currently all the ips are set to my private adress.
    # 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

    - 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: 1

    # 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

    # Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
    #hideores: true

    # Optional - enabled BetterGrass style rendering of grass and snow block sides
    #better-grass: true

    # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
    smooth-lighting: true

    # Optional - render specific block IDs using the texures and models of another block ID: can be used to hide/disguise specific
    # blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
    # "14": 1
    # "15": 1
    # "16": 1

    # Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
    # Has no effect on maps with explicit format settings
    image-format: png

    # use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
    # correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
    # transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
    use-generated-textures: true
    correct-water-lighting: true
    transparent-leaves: true

    # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
    ctm-support: true
    # custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
    custom-colors-support: true

    # Control loading of player faces (if set to false, skins are never fetched)
    #fetchskins: false

    # Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
    #refreshskins: false

    # Customize URL used for fetching player skins (%player% is macro for name)
    skin-url: "http://s3.amazonaws.com/MinecraftSkins/%player%.png"

    # Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
    # default is 'newrose' (preserve pre-1.0 maps, rotate rose)
    # 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)
    compass-mode: newnorth

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

    # 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

    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
    - 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)
    # 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
    - ""
    - ""

    # 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

    # Messages to customize
    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)
    # 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/"

    # Spout support controls
    # If false, ignore spout even if detected
    enabled: true
    # If true, previously loaded textures will be assumed to still be valid (faster startup, but
    # can result in stale textures if originals are updated - delete files in texturepacks/standard/spoout
    # to clean cached textures and force reload on next startup)
    use-existing-textures: true

    # Customization commands - allows scripts to be run before/after certain events
    # 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

    # 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.
    # - class: org.dynmap.debug.LogDebugger
    And here is the server log!
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    Please post your server.properties file.
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    #Minecraft server properties
    #Sat Nov 09 18:37:31 PST 2013
    server-name=Unknown Server
    motd=Asgard\: Defenders of the universe
    And yes i have tried setting the ip here. I put my public ip adress and that did not fix dynmap, indstead it made the server not bind to port and not work.
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    Are you running firewall software on the machine that's running the server?
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    no as far as i know i have port forwarded properly.....
    the plugin just needs to chose my ip instead of
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    Port forwarding doesn't even come into play until someone is trying to connect from outside your network. Other machines on your internal network are not affected by it.

    Ok...first, means to bind to all interface IPs that are on the machine. Second, you cannot bind to your public IP because that IP is assigned to the external interface on your router and doesn't exist on your server. Third, if you can connect to it on, it is working. Something is stopping the other computers on your local network from connecting to it. The most likely culprit is a firewall on the server.

    (I'm going to assume you're running on Windows here) Try going into Computer Management/Services and Applications/Services and look for Windows Firewall. Stop that service and try it(assuming also that you're not running a third party firewall).

    Also, please post your server.log(pastebin.com or something)
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    Ok my firewall is down
    Unfortunately one start up and shut down is 18mb of text. As such it crashes my browser when trying to paste however i uploaded the file here.
    Thanks for your help!

    Ok so i put firewall down and i can connect to
    i have no third party thingys and the port on my router is forwarded (i know you said it doesnt matter)
    Mabye could you guide me through redownloading and setting everything up??

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jun 5, 2016
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