Dynmap®
* MAIN SUPPORT IS NOW ON DISCORD *
For further discussion and announcements, see us on Reddit or Twitter.
A Google Maps-like map for your Minecraft server that can be viewed in a browser. Easy to set up when making use of Dynmap's integrated webserver which works out-of-the-box, while also available to be integrated into existing websites running on Apache and the like. Dynmap can render your worlds using different renderers, some suitable for performance, some for high detail.
Components allow you to add/remove functionality to make Dynmap suit your needs. Using the components Dynmap comes supplied with, there is support for chat balloons, web-to-game chat, and configurable markers, areas, and lines.
Features
- Highly configurable maps per world
- Real-time updates: maps are kept in sync with your world in real-time, updates are shown while your leave your browser open
- Players with their faces are visible on the map
- Chat messages are visible (as balloons or in a chatbox) on the map.
- Map viewers can chat to players in-game.
- Current Minecraft time is visible on the map.
- Current Minecraft weather is visible on the map.
- WorldGuard, Residence, Towny and Factions regions that can be visible on the map (through corresponding Dynmap-* plugins)
- Overall highly configurable and customizable.
Installation
Copy dynmap-*.jar into your plugins directory. If you are upgrading, delete the previous dynmap-*.jar - you do NOT need to delete the plugins/dynmap directory or its contents.
If you are running a separate webserver (like Apache) you may need to copy the files from 'plugins/dynmap/web/' to a directory in your http-root and follow this guide. When upgrading, make sure you also upgrade the copied files.
First time use
When you start CraftBukkit, you should be able to navigate to http://yourserverip:8123/ in your browser. In case you are running CraftBukkit on the PC you are currently working on, you can navigate to http://localhost:8123/. You should be able to see the players who are in-game. Note that the map is not yet rendered, therefore the background will be black.
If you are planning on using the HD renderer, now would be a good time to do so. Enable 'deftemplatesuffix: hires' in the top of configuration.txt. More information about deftemplatesuffix is available at Base plugin settings.
If you just want to see Dynmap work, use the following command in-game: /dynmap fullrender. The wiki contains more information about commands and permissions. The map should reveal itself gradually in the browser, give it some time. Progress messages indicate that Dynmap is working and will show when the render is completed.
Configuration
Dynmap Add-Ons:
Both to demonstrate the API, and to help manage the growth of this already-huge plugin, we've started producing additional plugins for Dynmap. All of these will depend on Dynmap and interface through its APIs, but only need to be added by folks that are interested in the additional function they provide:
- dynmap-mobs: Provides marker layer for real-time position of selected mobs on dynmap maps.
- dynmap-residence: Successor to the 'regions' support for Residence in Dynmap, with live update of Residence changes
- Dynmap-WorldGuard: Successor to the 'regions' support for WorldGuard in Dynmap, with live update of WorldGuard changes
- Dynmap-Towny: Successor to the 'regions' support for Towny in Dynmap, with live update of Towny changes
- Dynmap-Factions: Successor to the 'regions' support for Factions in Dynmap, with live update of Factions changes
- Dynmap-CommandBook: Add support for showing /home and /warp locations defined using CommandBook.
- Dynmap-Essentials: Add support for showing /home and /warp locations defined using Essentials.
- Dynmap-GriefPrevention: Add support for showing Grief Protection claims
- Dynmap2CraftIRC3: Integrate Dynmap's web chat with IRC via CraftIRC
- Dynmap-SimpleClans: Integrate SimpleClans with Dynmap
- Dynmap-HeroChat: Integrate HeroChat v5.5+ with Dynmap
- Dynmap-PhysicalShop
- Dynmap-pyLandmarks
- Dynmap-PreciousStones: Integrate PreciousStones with Dynmap
- Dynmap-AdminCmd: Integrate AdminCmd with Dynmap
- Dynmap-PlayerWarp
- Dynmap-Citizens: Integrate Citizens with Dynmap
Mods integrated with Dynmap:
The following mods are known to support dynmap integration without needing an add-on:
Also, for the best response to questions and such, please post comments to our main forum thread - http://www.minecraftforum.net/topic/1543523-dynmap-dynamic-web-based-maps-for-minecraft/. Once again, having more than one place just isn't helpful, and this is where the 'Dynmap Community' already operates.
Disclosure
This plugin utilizes bStats.org plugin metrics system, which means that the following information is collected and sent to bstats.org:
- A unique identifier
- The server's version of Java
- Whether the server is in offline or online mode
- The plugin's version
- The server's version
- The OS version/name and architecture
- The core count for the CPU
- The number of players online
- The Metrics version
Donations and Tips
Dynmap and my other mods and plugins have always been free, as I work on them as time permits and not as a job - the upside is that the price is good, the downside is they get the time I have left after working, taking care of my family, and other things!
I've set up a coffee-fund jar (I believe in the theory that software developers are machines that turn caffeine into code), for anyone who wants to throw in some tips! For Patreon - https://www.patreon.com/dynmap or for Ko-Fi https://ko-fi.com/michaelprimm
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Posted Feb 21, 2012@Jozeth
lol - that does happen. If you want to see our source, and all the records of who contributed what, take a look at our source repository :) https://github.com/webbukkit
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Posted Feb 21, 2012@godgodgodgo
Been in a very long time - just single click on player's face in the player list on the right. You'll see a thin white outline around the player, and the map will follow them.
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Posted Feb 21, 2012@mikeprimm
Because my 'retarded' friend said he coded it in 'everything'....
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Posted Feb 21, 2012Hey, did the ability to follow a player on the map ever get implemented?
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Posted Feb 21, 2012I know this is probably asked a bajillion times, and also answered a bajillion times. However I seem to be blind and just can't find a definitive answer. So here goes...
Is it possible to run the addon and it's web scripts off the machine local to the server, but have it upload and pull the tiles from a webserver? To conserve bandwidth on the connection my server is using?
Thank you :>
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Posted Feb 21, 2012@jisaacs1207
On a PVP server, you can opt to have folks hidden all the time (unconditionally) using the 'showposition: false' setting in the update component. Alternately, if you want to hide them on one world and not on others, you can set the 'showposition: false' setting on the individual world (in worlds.txt).
The if you set the whitelist setting, you may want to delete the existing hiddenplayers.txt - it reverses the meaning of that file (basically, if you're in the file your visible, otherwise your hidden).
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Posted Feb 21, 2012Is it possible to have a "hide players by default" option in the config file? I tried the whitelist enable trick, but the players are still showing after reboot. It sort of kills a pvp server ;)
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Posted Feb 21, 2012@uncovery
We're working with the HeroChat dev - HeroChat 5 broke API compatability with HeroChat 4, so our existing HC component is effectively dead. The current HC release (5.4) lacks the APIs we need to get working again, but HC 5.5 is expected to have what is needed. Once it is available, I'll be releasing a new Dynmap-HeroChat adapter mod to handle HeroChat support.
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Posted Feb 21, 2012Everything amazing as usual. Only the HeroChat does not work anymore with the latest version...
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Posted Feb 20, 2012Hey Mike,
Quick question. I have been messing around with my texture pack and for whatever reason now my water is really dark on the map for new renders where it used to be really bright and nice. I did not change my water.png and my watercolor.png is really bright (talking about in my dynmap texture folder of course). Its definitely reading my texture, but I cannot figure out the water for the life of me. What is used to generate the water color? The watercolor.png doesn't seem to have any effect. The water.png definitely does have an effect, but it doesn't ever seem to be what I think it will. i.e. the lighter color the water.png, the darker the water on my map...
Can you give a quick explanation on how the water gets colored?
http://craftminer.com:8123
Thanks man, Lostwave.
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Posted Feb 20, 2012@rajons80
You can ban IP's from dynmap, just ban their IP from minecraft and its banned from Dynmap, at least it is on my server.
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Posted Feb 20, 2012@rajons80
You can turn off WEB chat in the config if need be. We also had an issue with this. And if i'm not mistaken you can have it check IP's against the ban list.
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Posted Feb 20, 2012Does this plugin need to be/or has it been updated to the new bukkit events system?
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Posted Feb 20, 2012Pleeeease make it possible to ban ID's and IP's from dynmap, so they cant see or at least cant use chat. Please!
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Posted Feb 20, 2012hey, i think you dont have see my question :(
Hm I ask again: its possible to show the marker on the right side in dynmap ? over or under the playerlist
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Posted Feb 20, 2012@Robertf11
This is on my 'to-do' list - you can do it using 'screen' and a 'cron' job on Linux (just push the command to the console periodically using the linux scheduler).
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Posted Feb 20, 2012@Jozeth
Not that I'm aware of - only active devs are myself and FrozenCow (who I'm pretty sure isn't named Tim Jones)
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Posted Feb 20, 2012@HighlifeTTU
Dynmap uses some CPU, but is almost exclusively off of the mains server thread. MC servers are almost completely single threaded - so all those extra cores you've got on any server that can reasonably run MC are largely underutilized. When we're rendering, its generally making use of otherwise idle cores, so the impact on server performance is minimal (we're routinely used on 50-100 connection servers with no loss of performance).
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Posted Feb 20, 2012@SyPi
If you're concerned about storage: a) don't use hires - you get what you ask for, there - more resolution=more data, its just the way stuff works b) switch to JPG for image-format - it'll save 80-90% of the disk space, with only a slight loss of quality
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Posted Feb 20, 2012@VoltageB
Fact is, we're already R5 ready, and I've been supporting 256 high worlds for a couple weeks now (there are modded bukkits out there that already do it). Also, 0.33 dev is current with the latest 1.2 snapshot on new blocks (jungles, redstone lamps). Trust me, we're ready for R5 and as ready for 1.2 as we can.