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  1. DataSource:
  2. # What type of database do you want to use?
  3. # Valid values: SQLITE, MARIADB, MYSQL, POSTGRESQL
  4. backend: SQLITE
  5. # Enable the database caching system, should be disabled on bungeecord environments
  6. # or when a website integration is being used.
  7. caching: true
  8. # Database host address
  9. mySQLHost: 127.0.0.1
  10. # Database port
  11. mySQLPort: '3306'
  12. # Connect to MySQL database over SSL
  13. mySQLUseSSL: true
  14. # Verification of server's certificate.
  15. # We would not recommend to set this option to false.
  16. # Set this option to false at your own risk if and only if you know what you're doing
  17. mySQLCheckServerCertificate: true
  18. # Authorize client to retrieve RSA server public key.
  19. # Advanced option, ignore if you don't know what it means.
  20. mySQLAllowPublicKeyRetrieval: true
  21. # Username to connect to the MySQL database
  22. mySQLUsername: authme
  23. # Password to connect to the MySQL database
  24. mySQLPassword: '12345'
  25. # Database Name, use with converters or as SQLITE database name
  26. mySQLDatabase: authme
  27. # Table of the database
  28. mySQLTablename: authme
  29. # Column of IDs to sort data
  30. mySQLColumnId: id
  31. # Column for storing or checking players nickname
  32. mySQLColumnName: username
  33. # Column for storing or checking players RealName
  34. mySQLRealName: realname
  35. # Column for storing players passwords
  36. mySQLColumnPassword: password
  37. # Column for storing players passwords salts
  38. mySQLColumnSalt: ''
  39. # Column for storing players emails
  40. mySQLColumnEmail: email
  41. # Column for storing if a player is logged in or not
  42. mySQLColumnLogged: isLogged
  43. # Column for storing if a player has a valid session or not
  44. mySQLColumnHasSession: hasSession
  45. # Column for storing a player's TOTP key (for two-factor authentication)
  46. mySQLtotpKey: totp
  47. # Column for storing the player's last IP
  48. mySQLColumnIp: ip
  49. # Column for storing players lastlogins
  50. mySQLColumnLastLogin: lastlogin
  51. # Column storing the registration date
  52. mySQLColumnRegisterDate: regdate
  53. # Column for storing the IP address at the time of registration
  54. mySQLColumnRegisterIp: regip
  55. # Column for storing player LastLocation - X
  56. mySQLlastlocX: x
  57. # Column for storing player LastLocation - Y
  58. mySQLlastlocY: y
  59. # Column for storing player LastLocation - Z
  60. mySQLlastlocZ: z
  61. # Column for storing player LastLocation - World Name
  62. mySQLlastlocWorld: world
  63. # Column for storing player LastLocation - Yaw
  64. mySQLlastlocYaw: yaw
  65. # Column for storing player LastLocation - Pitch
  66. mySQLlastlocPitch: pitch
  67. # Column for storing players uuids (optional)
  68. mySQLPlayerUUID: ''
  69. # Column for storing the Mojang UUID of premium players
  70. # (null if premium mode is off for this player)
  71. mySQLColumnPremiumUUID: premiumUUID
  72. # Overrides the size of the DB Connection Pool, default = 10
  73. poolSize: 10
  74. # The maximum lifetime of a connection in the pool, default = 1800 seconds
  75. # You should set this at least 30 seconds less than mysql server wait_timeout
  76. maxLifetime: 1800
  77. ExternalBoardOptions:
  78. # Column for storing players groups
  79. mySQLColumnGroup: ''
  80. # -1 means disabled. If you want that only activated players
  81. # can log into your server, you can set here the group number
  82. # of unactivated users, needed for some forum/CMS support
  83. nonActivedUserGroup: -1
  84. # Other MySQL columns where we need to put the username (case-sensitive)
  85. mySQLOtherUsernameColumns: []
  86. # How much log2 rounds needed in BCrypt (do not change if you do not know what it does)
  87. bCryptLog2Round: 12
  88. # phpBB table prefix defined during the phpBB installation process
  89. phpbbTablePrefix: phpbb_
  90. # phpBB activated group ID; 2 is the default registered group defined by phpBB
  91. phpbbActivatedGroupId: 2
  92. # IP Board table prefix defined during the IP Board installation process
  93. IPBTablePrefix: ipb_
  94. # IP Board default group ID; 3 is the default registered group defined by IP Board
  95. IPBActivatedGroupId: 3
  96. # Xenforo table prefix defined during the Xenforo installation process
  97. XFTablePrefix: xf_
  98. # XenForo default group ID; 2 is the default registered group defined by Xenforo
  99. XFActivatedGroupId: 2
  100. # Wordpress prefix defined during WordPress installation
  101. wordpressTablePrefix: wp_
  102. settings:
  103. sessions:
  104. # Do you want to enable the session feature?
  105. # If enabled, when a player authenticates successfully,
  106. # his IP and his nickname is saved.
  107. # The next time the player joins the server, if his IP
  108. # is the same as last time and the timeout hasn't
  109. # expired, he will not need to authenticate.
  110. enabled: false
  111. # After how many minutes should a session expire?
  112. # A player's session ends after the timeout or if his IP has changed
  113. timeout: 10
  114. # Message language, available languages:
  115. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/translations.md
  116. messagesLanguage: en
  117. # When enabled, messages are sent to each player in their client language,
  118. # falling back to messagesLanguage if their locale is unavailable.
  119. # Disable this if you want all players to receive messages in the same language.
  120. perPlayerLocale: true
  121. # Forces authme to hook into Vault instead of a specific permission handler system.
  122. forceVaultHook: false
  123. # Log level: INFO, FINE, DEBUG. Use INFO for general messages,
  124. # FINE for some additional detailed ones (like password failed),
  125. # and DEBUG for debugging
  126. logLevel: FINE
  127. # Whether to run authentication work (password hashing, database queries) on async threads.
  128. # When true (strongly recommended), all CPU-intensive and I/O-bound operations — including
  129. # password hashing and database access — are offloaded from the main server thread, keeping
  130. # the server responsive during login and registration.
  131. # Setting this to false forces all of that work onto the main thread, which will cause
  132. # noticeable lag spikes on every login or registration attempt, especially with slow
  133. # algorithms (Argon2, BCrypt) or a remote database. Only set this to false if you have
  134. # a specific technical reason — it is not recommended under any normal circumstances.
  135. useAsyncTasks: true
  136. # The name of the server, used in some placeholders.
  137. serverName: Your Minecraft Server
  138. restrictions:
  139. # Can not authenticated players chat?
  140. # Keep in mind that this feature also blocks all commands not
  141. # listed in the list below.
  142. allowChat: false
  143. # Hide the chat log from players who are not authenticated?
  144. hideChat: false
  145. # Allowed commands for unauthenticated players
  146. allowCommands:
  147. - /login
  148. - /log
  149. - /l
  150. - /register
  151. - /reg
  152. - /email
  153. - /captcha
  154. - /2fa
  155. - /totp
  156. # Max number of allowed registrations per IP
  157. # The value 0 means an unlimited number of registrations!
  158. maxRegPerIp: 1
  159. # Minimum allowed username length
  160. minNicknameLength: 3
  161. # Maximum allowed username length
  162. maxNicknameLength: 16
  163. # When this setting is enabled, online players can't be kicked out
  164. # due to "Logged in from another Location"
  165. # This setting will prevent potential security exploits.
  166. ForceSingleSession: true
  167. ForceSpawnLocOnJoin:
  168. # If enabled, every player that spawn in one of the world listed in
  169. # "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
  170. # authentication. The quit location of the player will be overwritten.
  171. # This is different from "teleportUnAuthedToSpawn" that teleport player
  172. # to the spawnpoint on join.
  173. enabled: false
  174. # WorldNames where we need to force the spawn location
  175. # Case-sensitive!
  176. worlds:
  177. - world
  178. - world_nether
  179. - world_the_end
  180. # This option will save the quit location of the players.
  181. SaveQuitLocation: false
  182. # To activate the restricted user feature you need
  183. # to enable this option and configure the AllowedRestrictedUser field.
  184. AllowRestrictedUser: false
  185. # The restricted user feature will kick players listed below
  186. # if they don't match the defined IP address. Names are case-insensitive.
  187. # You can use * as wildcard (127.0.0.*), or regex with a "regex:" prefix regex:127\.0\.0\..*
  188. # Example:
  189. # AllowedRestrictedUser:
  190. # - playername;127.0.0.1
  191. # - playername;regex:127\.0\.0\..*
  192. AllowedRestrictedUser: []
  193. # Ban unknown IPs trying to log in with a restricted username?
  194. banUnsafedIP: false
  195. # Should unregistered players be kicked immediately?
  196. kickNonRegistered: false
  197. # Should players be kicked on wrong password?
  198. kickOnWrongPassword: true
  199. # Should not logged in players be teleported to the spawn?
  200. # After the authentication they will be teleported back to
  201. # their normal position.
  202. teleportUnAuthedToSpawn: false
  203. # Can unregistered players walk around?
  204. allowMovement: false
  205. # After how many seconds should players who fail to login be kicked?
  206. # Set to 0 to disable.
  207. loginTimeout: 30
  208. # After how many seconds should players who fail to register be kicked?
  209. # Set to 0 to disable.
  210. registerTimeout: 30
  211. # Regex pattern of allowed characters in the player name.
  212. allowedNicknameCharacters: '.'
  213. # How far can unregistered players walk?
  214. # Set to 0 for unlimited radius
  215. allowedMovementRadius: 100
  216. # Should we protect the player inventory before logging in? Requires PacketEvents.
  217. ProtectInventoryBeforeLogIn: true
  218. # Should we deny the tabcomplete feature before logging in? Requires PacketEvents.
  219. DenyTabCompleteBeforeLogin: false
  220. # Should we display all other accounts from a player when he joins?
  221. # permission: /authme.admin.accounts
  222. displayOtherAccounts: true
  223. # Spawn priority; values: authme, essentials, cmi, multiverse, default, server
  224. # Use "server" to apply the world's spawnRadius gamerule (players land at a random position
  225. # within the configured radius around the world spawn).
  226. # Use "default" for the exact world spawn.
  227. spawnPriority: authme,essentials,cmi,multiverse,default
  228. # Maximum Login authorized by IP
  229. maxLoginPerIp: 0
  230. # Maximum Join authorized by IP
  231. maxJoinPerIp: 0
  232. # AuthMe will NEVER teleport players if set to true!
  233. noTeleport: false
  234. # Regex syntax for allowed chars in passwords. The default [!-~] allows all visible ASCII
  235. # characters, which is what we recommend. See also http://asciitable.com
  236. # You can test your regex with https://regex101.com
  237. allowedPasswordCharacters: '[!-~]*'
  238. GameMode:
  239. # Force survival gamemode when player joins?
  240. ForceSurvivalMode: false
  241. unrestrictions:
  242. # Below you can list all account names that AuthMe will ignore
  243. # for registration or login. Configure it at your own risk!!
  244. # This option adds compatibility with BuildCraft and some other mods.
  245. # It is case-insensitive! Example:
  246. # UnrestrictedName:
  247. # - 'npcPlayer'
  248. # - 'npcPlayer2'
  249. UnrestrictedName: []
  250. # Below you can list all inventories names that AuthMe will ignore
  251. # for registration or login. Configure it at your own risk!!
  252. # This option adds compatibility with some mods.
  253. # It is case-insensitive! Example:
  254. # UnrestrictedInventories:
  255. # - 'myCustomInventory1'
  256. # - 'myCustomInventory2'
  257. UnrestrictedInventories: []
  258. security:
  259. # Minimum length of password
  260. minPasswordLength: 5
  261. # Maximum length of password
  262. passwordMaxLength: 30
  263. # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512,
  264. # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, JOOMLA, WBB3, WBB4, MD5VB,
  265. # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, ARGON2, CUSTOM (for developers only). See full list at
  266. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
  267. # If you use ARGON2, check that you have the argon2 c library on your system
  268. passwordHash: SHA256
  269. # If a password check fails, AuthMe will also try to check with the following hash methods.
  270. # Use this setting when you change from one hash method to another.
  271. # AuthMe will update the password to the new hash. Example:
  272. # legacyHashes:
  273. # - 'SHA1'
  274. legacyHashes: []
  275. # Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
  276. doubleMD5SaltLength: 8
  277. # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
  278. pbkdf2Rounds: 10000
  279. # Prevent unsafe passwords from being used; put them in lowercase!
  280. # You should always set 'help' as unsafePassword due to possible conflicts.
  281. # unsafePasswords:
  282. # - '123456'
  283. # - 'password'
  284. # - 'help'
  285. unsafePasswords:
  286. - '123456'
  287. - password
  288. - qwerty
  289. - '12345'
  290. - '54321'
  291. - '123456789'
  292. - help
  293. registration:
  294. # Enable registration on the server?
  295. enabled: true
  296. # Send every X seconds a message to a player to
  297. # remind him that he has to login/register
  298. messageInterval: 5
  299. # Only registered and logged in players can play.
  300. # See restrictions for exceptions
  301. force: true
  302. # Type of registration: PASSWORD or EMAIL
  303. # PASSWORD = account is registered with a password supplied by the user;
  304. # EMAIL = password is generated and sent to the email provided by the user.
  305. # More info at https://github.com/AuthMe/AuthMeReloaded/wiki/Registration
  306. type: PASSWORD
  307. # Second argument the /register command should take: NONE = no 2nd argument
  308. # CONFIRMATION = must repeat first argument (pass or email)
  309. # EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
  310. # EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address
  311. secondArg: CONFIRMATION
  312. # Do we force kick a player after a successful registration?
  313. # Do not use with login feature below
  314. forceKickAfterRegister: false
  315. # Does AuthMe need to enforce a /login after a successful registration?
  316. forceLoginAfterRegister: false
  317. dialog:
  318. # Show a 'Forgot Password?' button in the post-join login dialog.
  319. # When clicked, executes /email recover using the email entered in the recovery field.
  320. # Requires an email provider to be configured to be useful.
  321. showForgotPasswordButton: true
  322. # Show a short description body in login, register, and two-factor dialogs.
  323. # The body text helps players understand what the dialog is asking them to do.
  324. showBody: true
  325. preJoin:
  326. # Show the login/register dialog during the Paper/Folia pre-join phase.
  327. # Independent from postJoin.enable; you may enable either or both options.
  328. # On non-Paper/Folia platforms this option has no effect.
  329. enable: true
  330. # Show a cancel button in Paper/Folia pre-join dialogs.
  331. # If disabled, players must submit the dialog or disconnect instead.
  332. showCancelButton: true
  333. # Allow closing Paper/Folia pre-join dialogs with Escape.
  334. # If disabled, the dialog stays open until it is submitted,
  335. # cancelled, or the timeout disconnects the player.
  336. allowCloseWithEscape: false
  337. # Kick players who cancel the Paper/Folia pre-join register dialog.
  338. # When false, cancelling lets the player join and shows a post-join register dialog instead.
  339. registerCancelKicks: false
  340. # Kick players who cancel the Paper/Folia pre-join login dialog.
  341. # When false, cancelling lets the player join in limbo to use /email recover.
  342. loginCancelKicks: true
  343. postJoin:
  344. # Show a graphical dialog UI for post-join login/register instead of chat messages.
  345. # Requires Minecraft 1.21.6+ on Spigot, or 1.21.11+ on Paper.
  346. # On older server versions, this option is automatically ignored.
  347. enable: true
  348. # Enable to display the welcome message (welcome.txt) after a login
  349. # You can use colors in this welcome.txt + some replaced strings:
  350. # {PLAYER}: player name, {ONLINE}: display number of online players,
  351. # {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
  352. # {WORLD}: player current world, {SERVER}: server name
  353. # {VERSION}: get current bukkit version, {COUNTRY}: player country
  354. useWelcomeMessage: true
  355. # Broadcast the welcome message to the server or only to the player?
  356. # set true for server or false for player
  357. broadcastWelcomeMessage: false
  358. # Should we delay the join message and display it once the player has logged in?
  359. delayJoinMessage: false
  360. # The custom join message that will be sent after a successful login,
  361. # keep empty to use the original one.
  362. # Available variables:
  363. # {PLAYERNAME}: the player name (no colors)
  364. # {DISPLAYNAME}: the player display name (with colors)
  365. # {DISPLAYNAMENOCOLOR}: the player display name (without colors)
  366. customJoinMessage: ''
  367. # Should we remove the leave messages of unlogged users?
  368. removeUnloggedLeaveMessage: false
  369. # Should we remove join messages altogether?
  370. removeJoinMessage: false
  371. # Should we remove leave messages altogether?
  372. removeLeaveMessage: false
  373. # Do we need to add potion effect Blinding before login/register?
  374. applyBlindEffect: false
  375. # Do we need to prevent people to login with another case?
  376. # If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
  377. preventOtherCase: true
  378. # Enable premium mode: players with an official Minecraft account
  379. # can skip password authentication.
  380. # Verification method is chosen automatically:
  381. # - online-mode=true: Bukkit already has the Mojang UUID; no PacketEvents needed.
  382. # - offline-mode + proxy: set Hooks.bungeecord=true; UUID is forwarded by proxy.
  383. # - offline-mode, no proxy: PacketEvents required for cryptographic verification.
  384. # Without PacketEvents, premium auto-login is disabled (fail closed).
  385. # Players must use /premium to opt in.
  386. enablePremium: false
  387. GroupOptions:
  388. # Enables switching a player to defined permission groups before they log in.
  389. # See below for a detailed explanation.
  390. enablePermissionCheck: false
  391. # This is a very important option: if a registered player joins the server
  392. # AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
  393. # You can set up your permission plugin with this special group to have no permissions,
  394. # or only permission to chat (or permission to send private messages etc.).
  395. # The better way is to set up this group with few permissions, so if a player
  396. # tries to exploit an account they can do only what you've defined for the group.
  397. # After login, the player will be moved to his correct permissions group!
  398. # Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
  399. # Otherwise your group will be wiped and the player will join in the default group []!
  400. # Example: registeredPlayerGroup: 'NotLogged'
  401. registeredPlayerGroup: ''
  402. # Similar to above, unregistered players can be set to the following
  403. # permissions group
  404. unregisteredPlayerGroup: ''
  405. Email:
  406. # Email SMTP server host
  407. mailSMTP: smtp.gmail.com
  408. # Email SMTP server port. The port determines the encryption mode:
  409. # 25 -> plain SMTP; optional STARTTLS via 'useTls' (see below)
  410. # 465 -> implicit SSL/TLS (SMTPS); 'useTls' is ignored
  411. # 587 -> STARTTLS required (submission); 'useTls' is ignored
  412. # other -> STARTTLS required; 'useTls' is ignored
  413. mailPort: 465
  414. # Only applies to port 25: enable STARTTLS on the plain SMTP connection?
  415. # Has no effect when using port 465 (SSL) or 587 (STARTTLS), which enforce
  416. # their own encryption and cannot be overridden by this setting.
  417. useTls: true
  418. # Email account which sends the mails
  419. mailAccount: ''
  420. # Email account password
  421. mailPassword: ''
  422. # Email address, fill when mailAccount is not the email address of the account
  423. mailAddress: ''
  424. # Custom sender name, replacing the mailAccount name in the email
  425. mailSenderName: ''
  426. # Recovery password length
  427. RecoveryPasswordLength: 8
  428. # Mail Subject
  429. mailSubject: Your new AuthMe password
  430. # Like maxRegPerIP but with email
  431. maxRegPerEmail: 1
  432. # Recall players to add an email?
  433. recallPlayers: false
  434. # Delay in minute for the recall scheduler
  435. delayRecall: 5
  436. # Blacklist these domains for emails
  437. emailBlacklisted:
  438. - 10minutemail.com
  439. # Whitelist ONLY these domains for emails
  440. emailWhitelisted: []
  441. # Send the new password drawn in an image?
  442. generateImage: false
  443. # The OAuth2 token
  444. emailOauth2Token: ''
  445. # Verify the SSL/TLS server certificate hostname?
  446. # Only applies when an SSL/TLS connection is active (port 465, port 587,
  447. # port 25 with useTls=true, or any other port).
  448. # Set to false only if your SMTP server uses a self-signed certificate.
  449. # Note: if you previously used port 465, this check was not enforced;
  450. # set to false to restore the old behavior with a self-signed certificate.
  451. sslCheckServerIdentity: true
  452. Hooks:
  453. # Do we need to hook with multiverse for spawn checking?
  454. multiverse: true
  455. # Do we need to hook with BungeeCord?
  456. bungeecord: false
  457. # Send player to this BungeeCord server after register/login
  458. sendPlayerTo: ''
  459. # Shared secret used to verify perform.login messages from the AuthMe proxy plugin.
  460. # Must match the proxySharedSecret value in your AuthMe Velocity or Bungee proxy config.
  461. # All backend servers must have the same value set here.
  462. # Leaving this empty disables auto-login: all perform.login messages will be rejected.
  463. proxySharedSecret: ''
  464. # Do we need to disable Essentials SocialSpy on join?
  465. disableSocialSpy: false
  466. # Do we need to force /motd Essentials command on join?
  467. useEssentialsMotd: false
  468. Protection:
  469. # Enable some servers protection (country based login, antibot)
  470. enableProtection: false
  471. # Apply the protection also to registered usernames
  472. enableProtectionRegistered: true
  473. geoIpDatabase:
  474. # Enable GeoIp database
  475. enabled: true
  476. # The MaxMind clientId used to download the GeoIp database,
  477. # get one at https://www.maxmind.com/en/accounts/current/license-key
  478. # The EssentialsX project has a very useful tutorial on how to generate
  479. # the license key: https://github.com/EssentialsX/Wiki/blob/master/GeoIP.md
  480. clientId: ''
  481. # The MaxMind licenseKey used to download the GeoIp database.
  482. licenseKey: ''
  483. # Countries allowed to join the server and register. For country codes, see
  484. # https://dev.maxmind.com/geoip/legacy/codes/iso3166/
  485. # Use "LOCALHOST" for local addresses.
  486. # PLEASE USE QUOTES!
  487. countries:
  488. - US
  489. - GB
  490. - LOCALHOST
  491. # Countries not allowed to join the server and register
  492. # PLEASE USE QUOTES!
  493. countriesBlacklist:
  494. - A1
  495. # Do we need to enable automatic antibot system?
  496. enableAntiBot: true
  497. # The interval in seconds
  498. antiBotInterval: 5
  499. # Max number of players allowed to login in the interval
  500. # before the AntiBot system is enabled automatically
  501. antiBotSensibility: 10
  502. # Duration in minutes of the antibot automatic system
  503. antiBotDuration: 10
  504. # Delay in seconds before the antibot activation
  505. antiBotDelay: 60
  506. quickCommands:
  507. # Kicks the player that issued a command before the defined time after the join process
  508. denyCommandsBeforeMilliseconds: 1000
  509. Purge:
  510. # If enabled, AuthMe automatically purges old, unused accounts
  511. useAutoPurge: false
  512. # Number of days after which an account should be purged
  513. daysBeforeRemovePlayer: 60
  514. # Do we need to remove the player.dat file during purge process?
  515. removePlayerDat: false
  516. # Do we need to remove the Essentials/userdata/player.yml file during purge process?
  517. removeEssentialsFile: false
  518. # World in which the players.dat are stored
  519. defaultWorld: world
  520. # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge?
  521. removeLimitedCreativesInventories: false
  522. # Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
  523. removeAntiXRayFile: false
  524. # Do we need to remove permissions?
  525. removePermissions: false
  526. Security:
  527. SQLProblem:
  528. # Stop the server if we can't contact the sql database
  529. # Take care with this, if you set this to false,
  530. # AuthMe will automatically disable and the server won't be protected!
  531. stopServer: true
  532. console:
  533. # Copy AuthMe log output in a separate file as well?
  534. logConsole: true
  535. captcha:
  536. # Enable captcha when a player uses wrong password too many times
  537. useCaptcha: false
  538. # Max allowed tries before a captcha is required
  539. maxLoginTry: 5
  540. # Captcha length
  541. captchaLength: 5
  542. # Minutes after which login attempts count is reset for a player
  543. captchaCountReset: 60
  544. # Require captcha before a player may register?
  545. requireForRegistration: false
  546. tempban:
  547. # Tempban a user's IP address if they enter the wrong password too many times
  548. enableTempban: false
  549. # How many times a user can attempt to login before their IP being tempbanned
  550. maxLoginTries: 10
  551. # The length of time a IP address will be tempbanned in minutes
  552. # Default: 480 minutes, or 8 hours
  553. tempbanLength: 480
  554. # How many minutes before resetting the count for failed logins by IP and username
  555. # Default: 480 minutes (8 hours)
  556. minutesBeforeCounterReset: 480
  557. # The command to execute instead of using the internal ban system, empty if disabled.
  558. # Available placeholders: %player%, %ip%
  559. customCommand: ''
  560. recoveryCode:
  561. # Number of characters a recovery code should have (0 to disable)
  562. length: 8
  563. # How many hours is a recovery code valid for?
  564. validForHours: 4
  565. # Max number of tries to enter recovery code
  566. maxTries: 3
  567. # How long a player has after password recovery to change their password
  568. # without logging in. This is in minutes.
  569. # Default: 2 minutes
  570. passwordChangeTimeout: 2
  571. emailRecovery:
  572. # Seconds a user has to wait for before a password recovery mail may be sent again
  573. # This prevents an attacker from abusing AuthMe's email feature.
  574. cooldown: 60
  575. privacy:
  576. # The mail shown using /email show will be partially hidden
  577. # E.g. (if enabled)
  578. # original email: [email protected]
  579. # hidden email: my.***@***mple.com
  580. enableEmailMasking: false
  581. # Minutes after which a verification code will expire
  582. verificationCodeExpiration: 10
  583. # Before a user logs in, various properties are temporarily removed from the player,
  584. # such as OP status, ability to fly, and walk/fly speed.
  585. # Once the user is logged in, we add back the properties we previously saved.
  586. # In this section, you may define how these properties should be handled.
  587. # Read more at https://github.com/AuthMe/AuthMeReloaded/wiki/Limbo-players
  588. limbo:
  589. persistence:
  590. # Besides storing the data in memory, you can define if/how the data should be persisted
  591. # on disk. This is useful in case of a server crash, so next time the server starts we can
  592. # properly restore things like OP status, ability to fly, and walk/fly speed.
  593. # DISABLED: no disk storage,
  594. # INDIVIDUAL_FILES: each player data in its own file,
  595. # DISTRIBUTED_FILES: distributes players into different files based on their UUID, see below
  596. type: INDIVIDUAL_FILES
  597. # This setting only affects DISTRIBUTED_FILES persistence. The distributed file
  598. # persistence attempts to reduce the number of files by distributing players into various
  599. # buckets based on their UUID. This setting defines into how many files the players should
  600. # be distributed. Possible values: ONE, FOUR, EIGHT, SIXTEEN, THIRTY_TWO, SIXTY_FOUR,
  601. # ONE_TWENTY for 128, TWO_FIFTY for 256.
  602. # For example, if you expect 100 non-logged in players, setting to SIXTEEN will average
  603. # 6.25 players per file (100 / 16).
  604. # Note: if you change this setting all data will be migrated. If you have a lot of data,
  605. # change this setting only on server restart, not with /authme reload.
  606. distributionSize: SIXTEEN
  607. # Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE, NOTHING.
  608. # RESTORE sets back the old property from the player. NOTHING will prevent AuthMe
  609. # from modifying the 'allow flight' property on the player.
  610. restoreAllowFlight: RESTORE
  611. # Restore fly speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  612. # RESTORE: restore the speed the player had;
  613. # DEFAULT: always set to default speed;
  614. # MAX_RESTORE: take the maximum of the player's current speed and the previous one
  615. # RESTORE_NO_ZERO: Like 'restore' but sets speed to default if the player's speed was 0
  616. restoreFlySpeed: RESTORE_NO_ZERO
  617. # Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  618. # See above for a description of the values.
  619. restoreWalkSpeed: RESTORE_NO_ZERO
  620. # If true, AuthMe recreates tracked ender pearls after login when the original entity
  621. # cannot be found anymore. Disable this if you only want to restore still-existing pearls.
  622. recreateEnderPearls: true
  623. BackupSystem:
  624. # General configuration for backups: if false, no backups are possible
  625. ActivateBackup: false
  626. # Create backup at every start of server
  627. OnServerStart: false
  628. # Create backup at every stop of server
  629. OnServerStop: true
  630. # Windows only: MySQL installation path
  631. MysqlWindowsPath: C:\Program Files\MySQL\MySQL Server 5.1\
  632.  
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