Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- DataSource:
- # What type of database do you want to use?
- # Valid values: SQLITE, MARIADB, MYSQL, POSTGRESQL
- backend: SQLITE
- # Enable the database caching system, should be disabled on bungeecord environments
- # or when a website integration is being used.
- caching: true
- # Database host address
- mySQLHost: 127.0.0.1
- # Database port
- mySQLPort: '3306'
- # Connect to MySQL database over SSL
- mySQLUseSSL: true
- # Verification of server's certificate.
- # We would not recommend to set this option to false.
- # Set this option to false at your own risk if and only if you know what you're doing
- mySQLCheckServerCertificate: true
- # Authorize client to retrieve RSA server public key.
- # Advanced option, ignore if you don't know what it means.
- mySQLAllowPublicKeyRetrieval: true
- # Username to connect to the MySQL database
- mySQLUsername: authme
- # Password to connect to the MySQL database
- mySQLPassword: '12345'
- # Database Name, use with converters or as SQLITE database name
- mySQLDatabase: authme
- # Table of the database
- mySQLTablename: authme
- # Column of IDs to sort data
- mySQLColumnId: id
- # Column for storing or checking players nickname
- mySQLColumnName: username
- # Column for storing or checking players RealName
- mySQLRealName: realname
- # Column for storing players passwords
- mySQLColumnPassword: password
- # Column for storing players passwords salts
- mySQLColumnSalt: ''
- # Column for storing players emails
- mySQLColumnEmail: email
- # Column for storing if a player is logged in or not
- mySQLColumnLogged: isLogged
- # Column for storing if a player has a valid session or not
- mySQLColumnHasSession: hasSession
- # Column for storing a player's TOTP key (for two-factor authentication)
- mySQLtotpKey: totp
- # Column for storing the player's last IP
- mySQLColumnIp: ip
- # Column for storing players lastlogins
- mySQLColumnLastLogin: lastlogin
- # Column storing the registration date
- mySQLColumnRegisterDate: regdate
- # Column for storing the IP address at the time of registration
- mySQLColumnRegisterIp: regip
- # Column for storing player LastLocation - X
- mySQLlastlocX: x
- # Column for storing player LastLocation - Y
- mySQLlastlocY: y
- # Column for storing player LastLocation - Z
- mySQLlastlocZ: z
- # Column for storing player LastLocation - World Name
- mySQLlastlocWorld: world
- # Column for storing player LastLocation - Yaw
- mySQLlastlocYaw: yaw
- # Column for storing player LastLocation - Pitch
- mySQLlastlocPitch: pitch
- # Column for storing players uuids (optional)
- mySQLPlayerUUID: ''
- # Column for storing the Mojang UUID of premium players
- # (null if premium mode is off for this player)
- mySQLColumnPremiumUUID: premiumUUID
- # Overrides the size of the DB Connection Pool, default = 10
- poolSize: 10
- # The maximum lifetime of a connection in the pool, default = 1800 seconds
- # You should set this at least 30 seconds less than mysql server wait_timeout
- maxLifetime: 1800
- ExternalBoardOptions:
- # Column for storing players groups
- mySQLColumnGroup: ''
- # -1 means disabled. If you want that only activated players
- # can log into your server, you can set here the group number
- # of unactivated users, needed for some forum/CMS support
- nonActivedUserGroup: -1
- # Other MySQL columns where we need to put the username (case-sensitive)
- mySQLOtherUsernameColumns: []
- # How much log2 rounds needed in BCrypt (do not change if you do not know what it does)
- bCryptLog2Round: 12
- # phpBB table prefix defined during the phpBB installation process
- phpbbTablePrefix: phpbb_
- # phpBB activated group ID; 2 is the default registered group defined by phpBB
- phpbbActivatedGroupId: 2
- # IP Board table prefix defined during the IP Board installation process
- IPBTablePrefix: ipb_
- # IP Board default group ID; 3 is the default registered group defined by IP Board
- IPBActivatedGroupId: 3
- # Xenforo table prefix defined during the Xenforo installation process
- XFTablePrefix: xf_
- # XenForo default group ID; 2 is the default registered group defined by Xenforo
- XFActivatedGroupId: 2
- # Wordpress prefix defined during WordPress installation
- wordpressTablePrefix: wp_
- settings:
- sessions:
- # Do you want to enable the session feature?
- # If enabled, when a player authenticates successfully,
- # his IP and his nickname is saved.
- # The next time the player joins the server, if his IP
- # is the same as last time and the timeout hasn't
- # expired, he will not need to authenticate.
- enabled: false
- # After how many minutes should a session expire?
- # A player's session ends after the timeout or if his IP has changed
- timeout: 10
- # Message language, available languages:
- # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/translations.md
- messagesLanguage: en
- # When enabled, messages are sent to each player in their client language,
- # falling back to messagesLanguage if their locale is unavailable.
- # Disable this if you want all players to receive messages in the same language.
- perPlayerLocale: true
- # Forces authme to hook into Vault instead of a specific permission handler system.
- forceVaultHook: false
- # Log level: INFO, FINE, DEBUG. Use INFO for general messages,
- # FINE for some additional detailed ones (like password failed),
- # and DEBUG for debugging
- logLevel: FINE
- # Whether to run authentication work (password hashing, database queries) on async threads.
- # When true (strongly recommended), all CPU-intensive and I/O-bound operations — including
- # password hashing and database access — are offloaded from the main server thread, keeping
- # the server responsive during login and registration.
- # Setting this to false forces all of that work onto the main thread, which will cause
- # noticeable lag spikes on every login or registration attempt, especially with slow
- # algorithms (Argon2, BCrypt) or a remote database. Only set this to false if you have
- # a specific technical reason — it is not recommended under any normal circumstances.
- useAsyncTasks: true
- # The name of the server, used in some placeholders.
- serverName: Your Minecraft Server
- restrictions:
- # Can not authenticated players chat?
- # Keep in mind that this feature also blocks all commands not
- # listed in the list below.
- allowChat: false
- # Hide the chat log from players who are not authenticated?
- hideChat: false
- # Allowed commands for unauthenticated players
- allowCommands:
- - /login
- - /log
- - /l
- - /register
- - /reg
- - /email
- - /captcha
- - /2fa
- - /totp
- # Max number of allowed registrations per IP
- # The value 0 means an unlimited number of registrations!
- maxRegPerIp: 1
- # Minimum allowed username length
- minNicknameLength: 3
- # Maximum allowed username length
- maxNicknameLength: 16
- # When this setting is enabled, online players can't be kicked out
- # due to "Logged in from another Location"
- # This setting will prevent potential security exploits.
- ForceSingleSession: true
- ForceSpawnLocOnJoin:
- # If enabled, every player that spawn in one of the world listed in
- # "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
- # authentication. The quit location of the player will be overwritten.
- # This is different from "teleportUnAuthedToSpawn" that teleport player
- # to the spawnpoint on join.
- enabled: false
- # WorldNames where we need to force the spawn location
- # Case-sensitive!
- worlds:
- - world
- - world_nether
- - world_the_end
- # This option will save the quit location of the players.
- SaveQuitLocation: false
- # To activate the restricted user feature you need
- # to enable this option and configure the AllowedRestrictedUser field.
- AllowRestrictedUser: false
- # The restricted user feature will kick players listed below
- # if they don't match the defined IP address. Names are case-insensitive.
- # You can use * as wildcard (127.0.0.*), or regex with a "regex:" prefix regex:127\.0\.0\..*
- # Example:
- # AllowedRestrictedUser:
- # - playername;127.0.0.1
- # - playername;regex:127\.0\.0\..*
- AllowedRestrictedUser: []
- # Ban unknown IPs trying to log in with a restricted username?
- banUnsafedIP: false
- # Should unregistered players be kicked immediately?
- kickNonRegistered: false
- # Should players be kicked on wrong password?
- kickOnWrongPassword: true
- # Should not logged in players be teleported to the spawn?
- # After the authentication they will be teleported back to
- # their normal position.
- teleportUnAuthedToSpawn: false
- # Can unregistered players walk around?
- allowMovement: false
- # After how many seconds should players who fail to login be kicked?
- # Set to 0 to disable.
- loginTimeout: 30
- # After how many seconds should players who fail to register be kicked?
- # Set to 0 to disable.
- registerTimeout: 30
- # Regex pattern of allowed characters in the player name.
- allowedNicknameCharacters: '.'
- # How far can unregistered players walk?
- # Set to 0 for unlimited radius
- allowedMovementRadius: 100
- # Should we protect the player inventory before logging in? Requires PacketEvents.
- ProtectInventoryBeforeLogIn: true
- # Should we deny the tabcomplete feature before logging in? Requires PacketEvents.
- DenyTabCompleteBeforeLogin: false
- # Should we display all other accounts from a player when he joins?
- # permission: /authme.admin.accounts
- displayOtherAccounts: true
- # Spawn priority; values: authme, essentials, cmi, multiverse, default, server
- # Use "server" to apply the world's spawnRadius gamerule (players land at a random position
- # within the configured radius around the world spawn).
- # Use "default" for the exact world spawn.
- spawnPriority: authme,essentials,cmi,multiverse,default
- # Maximum Login authorized by IP
- maxLoginPerIp: 0
- # Maximum Join authorized by IP
- maxJoinPerIp: 0
- # AuthMe will NEVER teleport players if set to true!
- noTeleport: false
- # Regex syntax for allowed chars in passwords. The default [!-~] allows all visible ASCII
- # characters, which is what we recommend. See also http://asciitable.com
- # You can test your regex with https://regex101.com
- allowedPasswordCharacters: '[!-~]*'
- GameMode:
- # Force survival gamemode when player joins?
- ForceSurvivalMode: false
- unrestrictions:
- # Below you can list all account names that AuthMe will ignore
- # for registration or login. Configure it at your own risk!!
- # This option adds compatibility with BuildCraft and some other mods.
- # It is case-insensitive! Example:
- # UnrestrictedName:
- # - 'npcPlayer'
- # - 'npcPlayer2'
- UnrestrictedName: []
- # Below you can list all inventories names that AuthMe will ignore
- # for registration or login. Configure it at your own risk!!
- # This option adds compatibility with some mods.
- # It is case-insensitive! Example:
- # UnrestrictedInventories:
- # - 'myCustomInventory1'
- # - 'myCustomInventory2'
- UnrestrictedInventories: []
- security:
- # Minimum length of password
- minPasswordLength: 5
- # Maximum length of password
- passwordMaxLength: 30
- # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512,
- # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, JOOMLA, WBB3, WBB4, MD5VB,
- # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, ARGON2, CUSTOM (for developers only). See full list at
- # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
- # If you use ARGON2, check that you have the argon2 c library on your system
- passwordHash: SHA256
- # If a password check fails, AuthMe will also try to check with the following hash methods.
- # Use this setting when you change from one hash method to another.
- # AuthMe will update the password to the new hash. Example:
- # legacyHashes:
- # - 'SHA1'
- legacyHashes: []
- # Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
- doubleMD5SaltLength: 8
- # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
- pbkdf2Rounds: 10000
- # Prevent unsafe passwords from being used; put them in lowercase!
- # You should always set 'help' as unsafePassword due to possible conflicts.
- # unsafePasswords:
- # - '123456'
- # - 'password'
- # - 'help'
- unsafePasswords:
- - '123456'
- - password
- - qwerty
- - '12345'
- - '54321'
- - '123456789'
- - help
- registration:
- # Enable registration on the server?
- enabled: true
- # Send every X seconds a message to a player to
- # remind him that he has to login/register
- messageInterval: 5
- # Only registered and logged in players can play.
- # See restrictions for exceptions
- force: true
- # Type of registration: PASSWORD or EMAIL
- # PASSWORD = account is registered with a password supplied by the user;
- # EMAIL = password is generated and sent to the email provided by the user.
- # More info at https://github.com/AuthMe/AuthMeReloaded/wiki/Registration
- type: PASSWORD
- # Second argument the /register command should take: NONE = no 2nd argument
- # CONFIRMATION = must repeat first argument (pass or email)
- # EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
- # EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address
- secondArg: CONFIRMATION
- # Do we force kick a player after a successful registration?
- # Do not use with login feature below
- forceKickAfterRegister: false
- # Does AuthMe need to enforce a /login after a successful registration?
- forceLoginAfterRegister: false
- dialog:
- # Show a 'Forgot Password?' button in the post-join login dialog.
- # When clicked, executes /email recover using the email entered in the recovery field.
- # Requires an email provider to be configured to be useful.
- showForgotPasswordButton: true
- # Show a short description body in login, register, and two-factor dialogs.
- # The body text helps players understand what the dialog is asking them to do.
- showBody: true
- preJoin:
- # Show the login/register dialog during the Paper/Folia pre-join phase.
- # Independent from postJoin.enable; you may enable either or both options.
- # On non-Paper/Folia platforms this option has no effect.
- enable: true
- # Show a cancel button in Paper/Folia pre-join dialogs.
- # If disabled, players must submit the dialog or disconnect instead.
- showCancelButton: true
- # Allow closing Paper/Folia pre-join dialogs with Escape.
- # If disabled, the dialog stays open until it is submitted,
- # cancelled, or the timeout disconnects the player.
- allowCloseWithEscape: false
- # Kick players who cancel the Paper/Folia pre-join register dialog.
- # When false, cancelling lets the player join and shows a post-join register dialog instead.
- registerCancelKicks: false
- # Kick players who cancel the Paper/Folia pre-join login dialog.
- # When false, cancelling lets the player join in limbo to use /email recover.
- loginCancelKicks: true
- postJoin:
- # Show a graphical dialog UI for post-join login/register instead of chat messages.
- # Requires Minecraft 1.21.6+ on Spigot, or 1.21.11+ on Paper.
- # On older server versions, this option is automatically ignored.
- enable: true
- # Enable to display the welcome message (welcome.txt) after a login
- # You can use colors in this welcome.txt + some replaced strings:
- # {PLAYER}: player name, {ONLINE}: display number of online players,
- # {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
- # {WORLD}: player current world, {SERVER}: server name
- # {VERSION}: get current bukkit version, {COUNTRY}: player country
- useWelcomeMessage: true
- # Broadcast the welcome message to the server or only to the player?
- # set true for server or false for player
- broadcastWelcomeMessage: false
- # Should we delay the join message and display it once the player has logged in?
- delayJoinMessage: false
- # The custom join message that will be sent after a successful login,
- # keep empty to use the original one.
- # Available variables:
- # {PLAYERNAME}: the player name (no colors)
- # {DISPLAYNAME}: the player display name (with colors)
- # {DISPLAYNAMENOCOLOR}: the player display name (without colors)
- customJoinMessage: ''
- # Should we remove the leave messages of unlogged users?
- removeUnloggedLeaveMessage: false
- # Should we remove join messages altogether?
- removeJoinMessage: false
- # Should we remove leave messages altogether?
- removeLeaveMessage: false
- # Do we need to add potion effect Blinding before login/register?
- applyBlindEffect: false
- # Do we need to prevent people to login with another case?
- # If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
- preventOtherCase: true
- # Enable premium mode: players with an official Minecraft account
- # can skip password authentication.
- # Verification method is chosen automatically:
- # - online-mode=true: Bukkit already has the Mojang UUID; no PacketEvents needed.
- # - offline-mode + proxy: set Hooks.bungeecord=true; UUID is forwarded by proxy.
- # - offline-mode, no proxy: PacketEvents required for cryptographic verification.
- # Without PacketEvents, premium auto-login is disabled (fail closed).
- # Players must use /premium to opt in.
- enablePremium: false
- GroupOptions:
- # Enables switching a player to defined permission groups before they log in.
- # See below for a detailed explanation.
- enablePermissionCheck: false
- # This is a very important option: if a registered player joins the server
- # AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
- # You can set up your permission plugin with this special group to have no permissions,
- # or only permission to chat (or permission to send private messages etc.).
- # The better way is to set up this group with few permissions, so if a player
- # tries to exploit an account they can do only what you've defined for the group.
- # After login, the player will be moved to his correct permissions group!
- # Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
- # Otherwise your group will be wiped and the player will join in the default group []!
- # Example: registeredPlayerGroup: 'NotLogged'
- registeredPlayerGroup: ''
- # Similar to above, unregistered players can be set to the following
- # permissions group
- unregisteredPlayerGroup: ''
- Email:
- # Email SMTP server host
- mailSMTP: smtp.gmail.com
- # Email SMTP server port. The port determines the encryption mode:
- # 25 -> plain SMTP; optional STARTTLS via 'useTls' (see below)
- # 465 -> implicit SSL/TLS (SMTPS); 'useTls' is ignored
- # 587 -> STARTTLS required (submission); 'useTls' is ignored
- # other -> STARTTLS required; 'useTls' is ignored
- mailPort: 465
- # Only applies to port 25: enable STARTTLS on the plain SMTP connection?
- # Has no effect when using port 465 (SSL) or 587 (STARTTLS), which enforce
- # their own encryption and cannot be overridden by this setting.
- useTls: true
- # Email account which sends the mails
- mailAccount: ''
- # Email account password
- mailPassword: ''
- # Email address, fill when mailAccount is not the email address of the account
- mailAddress: ''
- # Custom sender name, replacing the mailAccount name in the email
- mailSenderName: ''
- # Recovery password length
- RecoveryPasswordLength: 8
- # Mail Subject
- mailSubject: Your new AuthMe password
- # Like maxRegPerIP but with email
- maxRegPerEmail: 1
- # Recall players to add an email?
- recallPlayers: false
- # Delay in minute for the recall scheduler
- delayRecall: 5
- # Blacklist these domains for emails
- emailBlacklisted:
- - 10minutemail.com
- # Whitelist ONLY these domains for emails
- emailWhitelisted: []
- # Send the new password drawn in an image?
- generateImage: false
- # The OAuth2 token
- emailOauth2Token: ''
- # Verify the SSL/TLS server certificate hostname?
- # Only applies when an SSL/TLS connection is active (port 465, port 587,
- # port 25 with useTls=true, or any other port).
- # Set to false only if your SMTP server uses a self-signed certificate.
- # Note: if you previously used port 465, this check was not enforced;
- # set to false to restore the old behavior with a self-signed certificate.
- sslCheckServerIdentity: true
- Hooks:
- # Do we need to hook with multiverse for spawn checking?
- multiverse: true
- # Do we need to hook with BungeeCord?
- bungeecord: false
- # Send player to this BungeeCord server after register/login
- sendPlayerTo: ''
- # Shared secret used to verify perform.login messages from the AuthMe proxy plugin.
- # Must match the proxySharedSecret value in your AuthMe Velocity or Bungee proxy config.
- # All backend servers must have the same value set here.
- # Leaving this empty disables auto-login: all perform.login messages will be rejected.
- proxySharedSecret: ''
- # Do we need to disable Essentials SocialSpy on join?
- disableSocialSpy: false
- # Do we need to force /motd Essentials command on join?
- useEssentialsMotd: false
- Protection:
- # Enable some servers protection (country based login, antibot)
- enableProtection: false
- # Apply the protection also to registered usernames
- enableProtectionRegistered: true
- geoIpDatabase:
- # Enable GeoIp database
- enabled: true
- # The MaxMind clientId used to download the GeoIp database,
- # get one at https://www.maxmind.com/en/accounts/current/license-key
- # The EssentialsX project has a very useful tutorial on how to generate
- # the license key: https://github.com/EssentialsX/Wiki/blob/master/GeoIP.md
- clientId: ''
- # The MaxMind licenseKey used to download the GeoIp database.
- licenseKey: ''
- # Countries allowed to join the server and register. For country codes, see
- # https://dev.maxmind.com/geoip/legacy/codes/iso3166/
- # Use "LOCALHOST" for local addresses.
- # PLEASE USE QUOTES!
- countries:
- - US
- - GB
- - LOCALHOST
- # Countries not allowed to join the server and register
- # PLEASE USE QUOTES!
- countriesBlacklist:
- - A1
- # Do we need to enable automatic antibot system?
- enableAntiBot: true
- # The interval in seconds
- antiBotInterval: 5
- # Max number of players allowed to login in the interval
- # before the AntiBot system is enabled automatically
- antiBotSensibility: 10
- # Duration in minutes of the antibot automatic system
- antiBotDuration: 10
- # Delay in seconds before the antibot activation
- antiBotDelay: 60
- quickCommands:
- # Kicks the player that issued a command before the defined time after the join process
- denyCommandsBeforeMilliseconds: 1000
- Purge:
- # If enabled, AuthMe automatically purges old, unused accounts
- useAutoPurge: false
- # Number of days after which an account should be purged
- daysBeforeRemovePlayer: 60
- # Do we need to remove the player.dat file during purge process?
- removePlayerDat: false
- # Do we need to remove the Essentials/userdata/player.yml file during purge process?
- removeEssentialsFile: false
- # World in which the players.dat are stored
- defaultWorld: world
- # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge?
- removeLimitedCreativesInventories: false
- # Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
- removeAntiXRayFile: false
- # Do we need to remove permissions?
- removePermissions: false
- Security:
- SQLProblem:
- # Stop the server if we can't contact the sql database
- # Take care with this, if you set this to false,
- # AuthMe will automatically disable and the server won't be protected!
- stopServer: true
- console:
- # Copy AuthMe log output in a separate file as well?
- logConsole: true
- captcha:
- # Enable captcha when a player uses wrong password too many times
- useCaptcha: false
- # Max allowed tries before a captcha is required
- maxLoginTry: 5
- # Captcha length
- captchaLength: 5
- # Minutes after which login attempts count is reset for a player
- captchaCountReset: 60
- # Require captcha before a player may register?
- requireForRegistration: false
- tempban:
- # Tempban a user's IP address if they enter the wrong password too many times
- enableTempban: false
- # How many times a user can attempt to login before their IP being tempbanned
- maxLoginTries: 10
- # The length of time a IP address will be tempbanned in minutes
- # Default: 480 minutes, or 8 hours
- tempbanLength: 480
- # How many minutes before resetting the count for failed logins by IP and username
- # Default: 480 minutes (8 hours)
- minutesBeforeCounterReset: 480
- # The command to execute instead of using the internal ban system, empty if disabled.
- # Available placeholders: %player%, %ip%
- customCommand: ''
- recoveryCode:
- # Number of characters a recovery code should have (0 to disable)
- length: 8
- # How many hours is a recovery code valid for?
- validForHours: 4
- # Max number of tries to enter recovery code
- maxTries: 3
- # How long a player has after password recovery to change their password
- # without logging in. This is in minutes.
- # Default: 2 minutes
- passwordChangeTimeout: 2
- emailRecovery:
- # Seconds a user has to wait for before a password recovery mail may be sent again
- # This prevents an attacker from abusing AuthMe's email feature.
- cooldown: 60
- privacy:
- # The mail shown using /email show will be partially hidden
- # E.g. (if enabled)
- # original email: [email protected]
- # hidden email: my.***@***mple.com
- enableEmailMasking: false
- # Minutes after which a verification code will expire
- verificationCodeExpiration: 10
- # Before a user logs in, various properties are temporarily removed from the player,
- # such as OP status, ability to fly, and walk/fly speed.
- # Once the user is logged in, we add back the properties we previously saved.
- # In this section, you may define how these properties should be handled.
- # Read more at https://github.com/AuthMe/AuthMeReloaded/wiki/Limbo-players
- limbo:
- persistence:
- # Besides storing the data in memory, you can define if/how the data should be persisted
- # on disk. This is useful in case of a server crash, so next time the server starts we can
- # properly restore things like OP status, ability to fly, and walk/fly speed.
- # DISABLED: no disk storage,
- # INDIVIDUAL_FILES: each player data in its own file,
- # DISTRIBUTED_FILES: distributes players into different files based on their UUID, see below
- type: INDIVIDUAL_FILES
- # This setting only affects DISTRIBUTED_FILES persistence. The distributed file
- # persistence attempts to reduce the number of files by distributing players into various
- # buckets based on their UUID. This setting defines into how many files the players should
- # be distributed. Possible values: ONE, FOUR, EIGHT, SIXTEEN, THIRTY_TWO, SIXTY_FOUR,
- # ONE_TWENTY for 128, TWO_FIFTY for 256.
- # For example, if you expect 100 non-logged in players, setting to SIXTEEN will average
- # 6.25 players per file (100 / 16).
- # Note: if you change this setting all data will be migrated. If you have a lot of data,
- # change this setting only on server restart, not with /authme reload.
- distributionSize: SIXTEEN
- # Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE, NOTHING.
- # RESTORE sets back the old property from the player. NOTHING will prevent AuthMe
- # from modifying the 'allow flight' property on the player.
- restoreAllowFlight: RESTORE
- # Restore fly speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
- # RESTORE: restore the speed the player had;
- # DEFAULT: always set to default speed;
- # MAX_RESTORE: take the maximum of the player's current speed and the previous one
- # RESTORE_NO_ZERO: Like 'restore' but sets speed to default if the player's speed was 0
- restoreFlySpeed: RESTORE_NO_ZERO
- # Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
- # See above for a description of the values.
- restoreWalkSpeed: RESTORE_NO_ZERO
- # If true, AuthMe recreates tracked ender pearls after login when the original entity
- # cannot be found anymore. Disable this if you only want to restore still-existing pearls.
- recreateEnderPearls: true
- BackupSystem:
- # General configuration for backups: if false, no backups are possible
- ActivateBackup: false
- # Create backup at every start of server
- OnServerStart: false
- # Create backup at every stop of server
- OnServerStop: true
- # Windows only: MySQL installation path
- MysqlWindowsPath: C:\Program Files\MySQL\MySQL Server 5.1\
Add Comment
Please, Sign In to add comment