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  1. # Config version. Do not change this
  2. config-version = "2.7"
  3.  
  4. # What port should the proxy be bound to? By default, we'll bind to all addresses on port 25565.
  5. bind = "0.0.0.0:25566"
  6.  
  7. # What should be the MOTD? This gets displayed when the player adds your server to
  8. # their server list. Only MiniMessage format is accepted.
  9. motd = "<#09add3>A Velocity Server"
  10.  
  11. # What should we display for the maximum number of players? (Velocity does not support a cap
  12. # on the number of players online.)
  13. show-max-players = 500
  14.  
  15. # Should we authenticate players with Mojang? By default, this is on.
  16. online-mode = true
  17.  
  18. # Should the proxy enforce the new public key security standard? By default, this is on.
  19. force-key-authentication = false
  20.  
  21. # If client's ISP/AS sent from this proxy is different from the one from Mojang's
  22. # authentication server, the player is kicked. This disallows some VPN and proxy
  23. # connections but is a weak form of protection.
  24. prevent-client-proxy-connections = false
  25.  
  26. # Should we forward IP addresses and other data to backend servers?
  27. # Available options:
  28. # - "none": No forwarding will be done. All players will appear to be connecting
  29. # from the proxy and will have offline-mode UUIDs.
  30. # - "legacy": Forward player IPs and UUIDs in a BungeeCord-compatible format. Use this
  31. # if you run servers using Minecraft 1.12 or lower.
  32. # - "bungeeguard": Forward player IPs and UUIDs in a format supported by the BungeeGuard
  33. # plugin. Use this if you run servers using Minecraft 1.12 or lower, and are
  34. # unable to implement network level firewalling (on a shared host).
  35. # - "modern": Forward player IPs and UUIDs as part of the login process using
  36. # Velocity's native forwarding. Only applicable for Minecraft 1.13 or higher.
  37. player-info-forwarding-mode = "modern"
  38.  
  39. # If you are using modern or BungeeGuard IP forwarding, configure a file that contains a unique secret here.
  40. # The file is expected to be UTF-8 encoded and not empty.
  41. forwarding-secret-file = "forwarding.secret"
  42.  
  43. # Announce whether or not your server supports Forge. If you run a modded server, we
  44. # suggest turning this on.
  45. #
  46. # If your network runs one modpack consistently, consider using ping-passthrough = "mods"
  47. # instead for a nicer display in the server list.
  48. announce-forge = true
  49.  
  50. # If enabled (default is false) and the proxy is in online mode, Velocity will kick
  51. # any existing player who is online if a duplicate connection attempt is made.
  52. kick-existing-players = false
  53.  
  54. # Should Velocity pass server list ping requests to a backend server?
  55. # Available options:
  56. # - "disabled": No pass-through will be done. The velocity.toml and server-icon.png
  57. # will determine the initial server list ping response.
  58. # - "mods": Passes only the mod list from your backend server into the response.
  59. # The first server in your try list (or forced host) with a mod list will be
  60. # used. If no backend servers can be contacted, Velocity won't display any
  61. # mod information.
  62. # - "description": Uses the description and mod list from the backend server. The first
  63. # server in the try (or forced host) list that responds is used for the
  64. # description and mod list.
  65. # - "all": Uses the backend server's response as the proxy response. The Velocity
  66. # configuration is used if no servers could be contacted.
  67. ping-passthrough = "all"
  68.  
  69. # If enabled (default is false), then a sample of the online players on the proxy will be visible
  70. # when hovering over the player count in the server list.
  71. # This doesn't have any effect when ping passthrough is set to either "description" or "all".
  72. sample-players-in-ping = false
  73.  
  74. # If not enabled (default is true) player IP addresses will be replaced by <ip address withheld> in logs
  75. enable-player-address-logging = true
  76.  
  77. [servers]
  78. # Configure your servers here. Each key represents the server's name, and the value
  79. # represents the IP address of the server to connect to.
  80. main = "127.0.0.1:25565"
  81.  
  82. # In what order we should try servers when a player logs in or is kicked from a server.
  83. try = [
  84. "main"
  85. ]
  86.  
  87. [forced-hosts]
  88. # Configure your forced hosts here.
  89. "main.example.com" = [
  90. "main"
  91. ]
  92.  
  93. [advanced]
  94. # How large a Minecraft packet has to be before we compress it. Setting this to zero will
  95. # compress all packets, and setting it to -1 will disable compression entirely.
  96. compression-threshold = 256
  97.  
  98. # How much compression should be done (from 0-9). The default is -1, which uses the
  99. # default level of 6.
  100. compression-level = -1
  101.  
  102. # How fast (in milliseconds) are clients allowed to connect after the last connection? By
  103. # default, this is three seconds. Disable this by setting this to 0.
  104. login-ratelimit = 3000
  105.  
  106. # Specify a custom timeout for connection timeouts here. The default is five seconds.
  107. connection-timeout = 5000
  108.  
  109. # Specify a read timeout for connections here. The default is 30 seconds.
  110. read-timeout = 30000
  111.  
  112. # Enables compatibility with HAProxy's PROXY protocol. If you don't know what this is for, then
  113. # don't enable it.
  114. haproxy-protocol = false
  115.  
  116. # Enables TCP fast open support on the proxy. Requires the proxy to run on Linux.
  117. tcp-fast-open = false
  118.  
  119. # Enables BungeeCord plugin messaging channel support on Velocity.
  120. bungee-plugin-message-channel = true
  121.  
  122. # Shows ping requests to the proxy from clients.
  123. show-ping-requests = false
  124.  
  125. # By default, Velocity will attempt to gracefully handle situations where the user unexpectedly
  126. # loses connection to the server without an explicit disconnect message by attempting to fall the
  127. # user back, except in the case of read timeouts. BungeeCord will disconnect the user instead. You
  128. # can disable this setting to use the BungeeCord behavior.
  129. failover-on-unexpected-server-disconnect = true
  130.  
  131. # Declares the proxy commands to 1.13+ clients.
  132. announce-proxy-commands = true
  133.  
  134. # Enables the logging of commands
  135. log-command-executions = false
  136.  
  137. # Enables logging of player connections when connecting to the proxy, switching servers
  138. # and disconnecting from the proxy.
  139. log-player-connections = true
  140.  
  141. # Allows players transferred from other hosts via the
  142. # Transfer packet (Minecraft 1.20.5) to be received.
  143. accepts-transfers = false
  144.  
  145. # Enables support for SO_REUSEPORT. This may help the proxy scale better on multicore systems
  146. # with a lot of incoming connections, and provide better CPU utilization than the existing
  147. # strategy of having a single thread accepting connections and distributing them to worker
  148. # threads. Disabled by default. Requires Linux or macOS.
  149. enable-reuse-port = false
  150.  
  151. # How fast (in milliseconds) are clients allowed to send commands after the last command
  152. # By default this is 50ms (20 commands per second)
  153. command-rate-limit = 50
  154.  
  155. # Should we forward commands to the backend upon being rate limited?
  156. # This will forward the command to the server instead of processing it on the proxy.
  157. # Since most server implementations have a rate limit, this will prevent the player
  158. # from being able to send excessive commands to the server.
  159. forward-commands-if-rate-limited = true
  160.  
  161. # How many commands are allowed to be sent after the rate limit is hit before the player is kicked?
  162. # Setting this to 0 or lower will disable this feature.
  163. kick-after-rate-limited-commands = 0
  164.  
  165. # How fast (in milliseconds) are clients allowed to send tab completions after the last tab completion
  166. tab-complete-rate-limit = 10
  167.  
  168. # How many tab completions are allowed to be sent after the rate limit is hit before the player is kicked?
  169. # Setting this to 0 or lower will disable this feature.
  170. kick-after-rate-limited-tab-completes = 0
  171.  
  172. [query]
  173. # Whether to enable responding to GameSpy 4 query responses or not.
  174. enabled = false
  175.  
  176. # If query is enabled, on what port should the query protocol listen on?
  177. port = 25565
  178.  
  179. # This is the map name that is reported to the query services.
  180. map = "Velocity"
  181.  
  182. # Whether plugins should be shown in query response by default or not
  183. show-plugins = false
  184.  
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