Ok, so I have my server and it is working great, I am so happy with it, except dynmap webchat isnt working.
I have forge mcpc plus for 1.6.4 working, with the dynmap mod, as dynmap plugin wont work with mcpc plus.
I also have dynmapcbbridge and dynmap-griefprevention.
Dynmap will show game messages, but dynmap webchat wont show up in game. He is my config for it and a list of plugins I have, I am using attack of the B-Team modpack, if anyone here knows of any mods causing this.
# All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/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
- class: org.dynmap.InternalClientUpdateComponent
# (optional) if true, color codes in player display names are used
# (optional) if true, player login IDs will be used for web chat when their IPs match
# (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
# (optional) block player login IDs that are banned from chatting
# Require login for web-to-server chat (requires login-enabled: true)
# If set to true, users must have dynmap.webchat permission in order to chat
# Limit length of single chat messages
# # 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
# If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
# If true, hide players with invisibility potion effects active
# If true, player names are not shown on map, chat, list
- class: org.dynmap.JsonFileClientUpdateComponent
# hidewebchatip: false
# includehiddenplayers: 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
# If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.
# Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
- class: org.dynmap.MarkersComponent
# (optional) add spawn point markers to standard marker layer
# (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
# (optional) layer for showing player's spawn beds
spawnbedlabel: "Spawn Beds"
spawnbedformat: "%name%'s bed"
- class: org.dynmap.ClientComponent
- class: org.dynmap.ClientComponent
- class: org.dynmap.ClientComponent
# Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
# Optiona; set maximum number of lines visible for chatbox
# Optional: send push button
- class: org.dynmap.ClientComponent
# If true, show player body too (only valid if showplayerfaces=true
# Option to make player faces small - don't use with showplayerhealth
# Optional - make player faces layer hidden by default
# Optional - ordering priority in layer menu (low goes before high - default is 0)
# Optional - label for player marker layer (default is 'Players')
#- 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)
# How often a tile gets rendered (in seconds).
# How many tiles on update queue before accelerate render interval
# How often to render tiles when backlog is above renderacceleratethreshold
# How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
# 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
# Save and restore pending tile renders - prevents their loss on server shutdown or /reload
# Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
# Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
# Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
# 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.
# Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
# Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
# Optional - enabled BetterGrass style rendering of grass and snow block sides
# Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
# Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
# false=classic Dynmap lighting curve
# 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
# 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
# ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
# custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
# Control loading of player faces (if set to false, skins are never fetched)
# Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
# 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)
# Triggers for automatic updates : blockupdate-with-id is debug for breaking down updates by ID:meta
# To disable, set just 'none' and comment/delete the rest
# Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
# The path where the tile-files are placed.
# The path where the web-files are located.
# 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)
# The TCP-port the webserver will listen on.
# Maximum concurrent session on internal web server - limits resources used in Bukkit server
# Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
# Enable login support
# Require login to access website (requires login-enabled: true)
# Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
# 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
# Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
# 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.
# Interval the browser should poll for updates.
# If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
# If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
# Target limit on server thread use - msec per tick
# If TPS of server is below this setting, update renders processing is paused
# If TPS of server is below this setting, full/radius renders processing is paused
# If TPS of server is below this setting, zoom out processing is paused
# Control whether players that are hidden or not on current map are grayed out (true=yes)
# Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
# 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
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)
# Enable checking for banned IPs via banned-ips.txt (internal web server only)
# Default selection when map page is loaded
# (optional) Zoom level and map to switch to when following a player, if possible
# If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
# If true, map text to cyrillic
# Messages to customize
maptypes: "Map Types"
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
# update URL
# sendmessage URL
# login URL
# register URL
# tiles base URL
# markers base URL
# Spout support controls
# If false, ignore spout even if detected
# 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)