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Authme Config

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Jan 28th, 2020
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  1. DataSource:
  2. # What type of database do you want to use?
  3. # Valid values: SQLITE, MYSQL, POSTGRESQL
  4. backend: MYSQL
  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: x.x.x.x
  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. # Username to connect to the MySQL database
  19. mySQLUsername: authme
  20. # Password to connect to the MySQL database
  21. mySQLPassword: '12345'
  22. # Database Name, use with converters or as SQLITE database name
  23. mySQLDatabase: authme
  24. # Table of the database
  25. mySQLTablename: authme
  26. # Column of IDs to sort data
  27. mySQLColumnId: id
  28. # Column for storing or checking players nickname
  29. mySQLColumnName: username
  30. # Column for storing or checking players RealName
  31. mySQLRealName: realname
  32. # Column for storing players passwords
  33. mySQLColumnPassword: password
  34. # Column for storing players passwords salts
  35. mySQLColumnSalt: ''
  36. # Column for storing players emails
  37. mySQLColumnEmail: email
  38. # Column for storing if a player is logged in or not
  39. mySQLColumnLogged: isLogged
  40. # Column for storing if a player has a valid session or not
  41. mySQLColumnHasSession: hasSession
  42. # Column for storing a player's TOTP key (for two-factor authentication)
  43. mySQLtotpKey: totp
  44. # Column for storing the player's last IP
  45. mySQLColumnIp: ip
  46. # Column for storing players lastlogins
  47. mySQLColumnLastLogin: lastlogin
  48. # Column storing the registration date
  49. mySQLColumnRegisterDate: regdate
  50. # Column for storing the IP address at the time of registration
  51. mySQLColumnRegisterIp: regip
  52. # Column for storing player LastLocation - X
  53. mySQLlastlocX: x
  54. # Column for storing player LastLocation - Y
  55. mySQLlastlocY: y
  56. # Column for storing player LastLocation - Z
  57. mySQLlastlocZ: z
  58. # Column for storing player LastLocation - World Name
  59. mySQLlastlocWorld: world
  60. # Column for storing player LastLocation - Yaw
  61. mySQLlastlocYaw: yaw
  62. # Column for storing player LastLocation - Pitch
  63. mySQLlastlocPitch: pitch
  64. # Column for storing players uuids (optional)
  65. mySQLPlayerUUID: ''
  66. # Overrides the size of the DB Connection Pool, default = 10
  67. poolSize: 10
  68. # The maximum lifetime of a connection in the pool, default = 1800 seconds
  69. # You should set this at least 30 seconds less than mysql server wait_timeout
  70. maxLifetime: 1800
  71. ExternalBoardOptions:
  72. # Column for storing players groups
  73. mySQLColumnGroup: ''
  74. # -1 means disabled. If you want that only activated players
  75. # can log into your server, you can set here the group number
  76. # of unactivated users, needed for some forum/CMS support
  77. nonActivedUserGroup: -1
  78. # Other MySQL columns where we need to put the username (case-sensitive)
  79. mySQLOtherUsernameColumns: []
  80. # How much log2 rounds needed in BCrypt (do not change if you do not know what it does)
  81. bCryptLog2Round: 10
  82. # phpBB table prefix defined during the phpBB installation process
  83. phpbbTablePrefix: phpbb_
  84. # phpBB activated group ID; 2 is the default registered group defined by phpBB
  85. phpbbActivatedGroupId: 2
  86. # IP Board table prefix defined during the IP Board installation process
  87. IPBTablePrefix: ipb_
  88. # IP Board default group ID; 3 is the default registered group defined by IP Board
  89. IPBActivatedGroupId: 3
  90. # Xenforo table prefix defined during the Xenforo installation process
  91. XFTablePrefix: xf_
  92. # XenForo default group ID; 2 is the default registered group defined by Xenforo
  93. XFActivatedGroupId: 2
  94. # Wordpress prefix defined during WordPress installation
  95. wordpressTablePrefix: wp_
  96. settings:
  97. sessions:
  98. # Do you want to enable the session feature?
  99. # If enabled, when a player authenticates successfully,
  100. # his IP and his nickname is saved.
  101. # The next time the player joins the server, if his IP
  102. # is the same as last time and the timeout hasn't
  103. # expired, he will not need to authenticate.
  104. enabled: false
  105. # After how many minutes should a session expire?
  106. # A player's session ends after the timeout or if his IP has changed
  107. timeout: 10
  108. # Message language, available languages:
  109. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/translations.md
  110. messagesLanguage: en
  111. # Forces authme to hook into Vault instead of a specific permission handler system.
  112. forceVaultHook: false
  113. # Log level: INFO, FINE, DEBUG. Use INFO for general messages,
  114. # FINE for some additional detailed ones (like password failed),
  115. # and DEBUG for debugging
  116. logLevel: FINE
  117. # By default we schedule async tasks when talking to the database. If you want
  118. # typical communication with the database to happen synchronously, set this to false
  119. useAsyncTasks: true
  120. # The name of the server, used in some placeholders.
  121. serverName: Your Minecraft Server
  122. restrictions:
  123. # Can not authenticated players chat?
  124. # Keep in mind that this feature also blocks all commands not
  125. # listed in the list below.
  126. allowChat: false
  127. # Hide the chat log from players who are not authenticated?
  128. hideChat: false
  129. # Allowed commands for unauthenticated players
  130. allowCommands:
  131. - /login
  132. - /register
  133. - /l
  134. - /reg
  135. - /email
  136. - /captcha
  137. - /2fa
  138. - /totp
  139. # Max number of allowed registrations per IP
  140. # The value 0 means an unlimited number of registrations!
  141. maxRegPerIp: 2
  142. # Minimum allowed username length
  143. minNicknameLength: 3
  144. # Maximum allowed username length
  145. maxNicknameLength: 16
  146. # When this setting is enabled, online players can't be kicked out
  147. # due to "Logged in from another Location"
  148. # This setting will prevent potential security exploits.
  149. ForceSingleSession: true
  150. ForceSpawnLocOnJoin:
  151. # If enabled, every player that spawn in one of the world listed in
  152. # "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
  153. # authentication. The quit location of the player will be overwritten.
  154. # This is different from "teleportUnAuthedToSpawn" that teleport player
  155. # to the spawnpoint on join.
  156. enabled: false
  157. # WorldNames where we need to force the spawn location
  158. # Case-sensitive!
  159. worlds:
  160. - world
  161. - world_nether
  162. - world_the_end
  163. # This option will save the quit location of the players.
  164. SaveQuitLocation: false
  165. # To activate the restricted user feature you need
  166. # to enable this option and configure the AllowedRestrictedUser field.
  167. AllowRestrictedUser: false
  168. # The restricted user feature will kick players listed below
  169. # if they don't match the defined IP address. Names are case-insensitive.
  170. # You can use * as wildcard (127.0.0.*), or regex with a "regex:" prefix regex:127\.0\.0\..*
  171. # Example:
  172. # AllowedRestrictedUser:
  173. # - playername;127.0.0.1
  174. # - playername;regex:127\.0\.0\..*
  175. AllowedRestrictedUser: []
  176. # Ban unknown IPs trying to log in with a restricted username?
  177. banUnsafedIP: false
  178. # Should unregistered players be kicked immediately?
  179. kickNonRegistered: false
  180. # Should players be kicked on wrong password?
  181. kickOnWrongPassword: true
  182. # Should not logged in players be teleported to the spawn?
  183. # After the authentication they will be teleported back to
  184. # their normal position.
  185. teleportUnAuthedToSpawn: false
  186. # Can unregistered players walk around?
  187. allowMovement: false
  188. # After how many seconds should players who fail to login or register
  189. # be kicked? Set to 0 to disable.
  190. timeout: 60
  191. # Regex pattern of allowed characters in the player name.
  192. allowedNicknameCharacters: '[a-zA-Z0-9_]*'
  193. # How far can unregistered players walk?
  194. # Set to 0 for unlimited radius
  195. allowedMovementRadius: 100
  196. # Should we protect the player inventory before logging in? Requires ProtocolLib.
  197. ProtectInventoryBeforeLogIn: true
  198. # Should we deny the tabcomplete feature before logging in? Requires ProtocolLib.
  199. DenyTabCompleteBeforeLogin: false
  200. # Should we display all other accounts from a player when he joins?
  201. # permission: /authme.admin.accounts
  202. displayOtherAccounts: true
  203. # Spawn priority; values: authme, essentials, cmi, multiverse, default
  204. spawnPriority: authme,essentials,cmi,multiverse,default
  205. # Maximum Login authorized by IP
  206. maxLoginPerIp: 2
  207. # Maximum Join authorized by IP
  208. maxJoinPerIp: 2
  209. # AuthMe will NEVER teleport players if set to true!
  210. noTeleport: false
  211. # Regex syntax for allowed chars in passwords. The default [!-~] allows all visible ASCII
  212. # characters, which is what we recommend. See also http://asciitable.com
  213. # You can test your regex with https://regex101.com
  214. allowedPasswordCharacters: '[!-~]*'
  215. GameMode:
  216. # Force survival gamemode when player joins?
  217. ForceSurvivalMode: false
  218. unrestrictions:
  219. # Below you can list all account names that AuthMe will ignore
  220. # for registration or login. Configure it at your own risk!!
  221. # This option adds compatibility with BuildCraft and some other mods.
  222. # It is case-insensitive! Example:
  223. # UnrestrictedName:
  224. # - 'npcPlayer'
  225. # - 'npcPlayer2'
  226. UnrestrictedName: []
  227. # Below you can list all inventories names that AuthMe will ignore
  228. # for registration or login. Configure it at your own risk!!
  229. # This option adds compatibility with some mods.
  230. # It is case-insensitive! Example:
  231. # UnrestrictedInventories:
  232. # - 'myCustomInventory1'
  233. # - 'myCustomInventory2'
  234. UnrestrictedInventories: []
  235. security:
  236. # Minimum length of password
  237. minPasswordLength: 5
  238. # Maximum length of password
  239. passwordMaxLength: 30
  240. # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512,
  241. # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, XAUTH, JOOMLA, WBB3, WBB4, MD5VB,
  242. # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, ARGON2, CUSTOM (for developers only). See full list at
  243. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
  244. # If you use ARGON2, check that you have the argon2 c library on your system
  245. passwordHash: SHA256
  246. # If a password check fails, AuthMe will also try to check with the following hash methods.
  247. # Use this setting when you change from one hash method to another.
  248. # AuthMe will update the password to the new hash. Example:
  249. # legacyHashes:
  250. # - 'SHA1'
  251. legacyHashes: []
  252. # Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
  253. doubleMD5SaltLength: 8
  254. # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
  255. pbkdf2Rounds: 10000
  256. # Prevent unsafe passwords from being used; put them in lowercase!
  257. # You should always set 'help' as unsafePassword due to possible conflicts.
  258. # unsafePasswords:
  259. # - '123456'
  260. # - 'password'
  261. # - 'help'
  262. unsafePasswords:
  263. - '123456'
  264. - password
  265. - qwerty
  266. - '12345'
  267. - '54321'
  268. - '123456789'
  269. - help
  270. registration:
  271. # Enable registration on the server?
  272. enabled: true
  273. # Send every X seconds a message to a player to
  274. # remind him that he has to login/register
  275. messageInterval: 10
  276. # Only registered and logged in players can play.
  277. # See restrictions for exceptions
  278. force: true
  279. # Type of registration: PASSWORD or EMAIL
  280. # PASSWORD = account is registered with a password supplied by the user;
  281. # EMAIL = password is generated and sent to the email provided by the user.
  282. # More info at https://github.com/AuthMe/AuthMeReloaded/wiki/Registration
  283. type: PASSWORD
  284. # Second argument the /register command should take: NONE = no 2nd argument
  285. # CONFIRMATION = must repeat first argument (pass or email)
  286. # EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
  287. # EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address
  288. secondArg: CONFIRMATION
  289. # Do we force kick a player after a successful registration?
  290. # Do not use with login feature below
  291. forceKickAfterRegister: false
  292. # Does AuthMe need to enforce a /login after a successful registration?
  293. forceLoginAfterRegister: false
  294. # Enable to display the welcome message (welcome.txt) after a login
  295. # You can use colors in this welcome.txt + some replaced strings:
  296. # {PLAYER}: player name, {ONLINE}: display number of online players,
  297. # {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
  298. # {WORLD}: player current world, {SERVER}: server name
  299. # {VERSION}: get current bukkit version, {COUNTRY}: player country
  300. useWelcomeMessage: false
  301. # Broadcast the welcome message to the server or only to the player?
  302. # set true for server or false for player
  303. broadcastWelcomeMessage: false
  304. # Should we delay the join message and display it once the player has logged in?
  305. delayJoinMessage: false
  306. # The custom join message that will be sent after a successful login,
  307. # keep empty to use the original one.
  308. # Available variables:
  309. # {PLAYERNAME}: the player name (no colors)
  310. # {DISPLAYNAME}: the player display name (with colors)
  311. # {DISPLAYNAMENOCOLOR}: the player display name (without colors)
  312. customJoinMessage: ''
  313. # Should we remove the leave messages of unlogged users?
  314. removeUnloggedLeaveMessage: true
  315. # Should we remove join messages altogether?
  316. removeJoinMessage: true
  317. # Should we remove leave messages altogether?
  318. removeLeaveMessage: true
  319. # Do we need to add potion effect Blinding before login/register?
  320. applyBlindEffect: false
  321. # Do we need to prevent people to login with another case?
  322. # If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
  323. preventOtherCase: true
  324. GroupOptions:
  325. # Enables switching a player to defined permission groups before they log in.
  326. # See below for a detailed explanation.
  327. enablePermissionCheck: false
  328. # This is a very important option: if a registered player joins the server
  329. # AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
  330. # You can set up your permission plugin with this special group to have no permissions,
  331. # or only permission to chat (or permission to send private messages etc.).
  332. # The better way is to set up this group with few permissions, so if a player
  333. # tries to exploit an account they can do only what you've defined for the group.
  334. # After login, the player will be moved to his correct permissions group!
  335. # Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
  336. # Otherwise your group will be wiped and the player will join in the default group []!
  337. # Example: registeredPlayerGroup: 'NotLogged'
  338. registeredPlayerGroup: ''
  339. # Similar to above, unregistered players can be set to the following
  340. # permissions group
  341. unregisteredPlayerGroup: ''
  342. Email:
  343. # Email SMTP server host
  344. mailSMTP: smtp.gmail.com
  345. # Email SMTP server port
  346. mailPort: 465
  347. # Only affects port 25: enable TLS/STARTTLS?
  348. useTls: true
  349. # Email account which sends the mails
  350. mailAccount: ''
  351. # Email account password
  352. mailPassword: ''
  353. # Email address, fill when mailAccount is not the email address of the account
  354. mailAddress: ''
  355. # Custom sender name, replacing the mailAccount name in the email
  356. mailSenderName: ''
  357. # Recovery password length
  358. RecoveryPasswordLength: 8
  359. # Mail Subject
  360. mailSubject: Your new AuthMe password
  361. # Like maxRegPerIP but with email
  362. maxRegPerEmail: 1
  363. # Recall players to add an email?
  364. recallPlayers: false
  365. # Delay in minute for the recall scheduler
  366. delayRecall: 5
  367. # Blacklist these domains for emails
  368. emailBlacklisted:
  369. - 10minutemail.com
  370. # Whitelist ONLY these domains for emails
  371. emailWhitelisted: []
  372. # Send the new password drawn in an image?
  373. generateImage: false
  374. # The OAuth2 token
  375. emailOauth2Token: ''
  376. Hooks:
  377. # Do we need to hook with multiverse for spawn checking?
  378. multiverse: true
  379. # Do we need to hook with BungeeCord?
  380. bungeecord: true
  381. # Send player to this BungeeCord server after register/login
  382. sendPlayerTo: 'Hub'
  383. # Do we need to disable Essentials SocialSpy on join?
  384. disableSocialSpy: false
  385. # Do we need to force /motd Essentials command on join?
  386. useEssentialsMotd: false
  387. Protection:
  388. # Enable some servers protection (country based login, antibot)
  389. enableProtection: false
  390. # Apply the protection also to registered usernames
  391. enableProtectionRegistered: true
  392. geoIpDatabase:
  393. # The MaxMind clientId used to download the GeoIp database,
  394. # get one at https://www.maxmind.com/en/accounts/current/license-key
  395. # The EssentialsX project has a very useful tutorial on how to generate
  396. # the license key: https://essentialsx.cf/wiki/GeoIP.html
  397. clientId: ''
  398. # The MaxMind licenseKey used to download the GeoIp database.
  399. licenseKey: ''
  400. # Countries allowed to join the server and register. For country codes, see
  401. # https://dev.maxmind.com/geoip/legacy/codes/iso3166/
  402. # Use "LOCALHOST" for local addresses.
  403. # PLEASE USE QUOTES!
  404. countries:
  405. - US
  406. - GB
  407. - LOCALHOST
  408. # Countries not allowed to join the server and register
  409. # PLEASE USE QUOTES!
  410. countriesBlacklist:
  411. - A1
  412. # Do we need to enable automatic antibot system?
  413. enableAntiBot: true
  414. # The interval in seconds
  415. antiBotInterval: 5
  416. # Max number of players allowed to login in the interval
  417. # before the AntiBot system is enabled automatically
  418. antiBotSensibility: 10
  419. # Duration in minutes of the antibot automatic system
  420. antiBotDuration: 10
  421. # Delay in seconds before the antibot activation
  422. antiBotDelay: 60
  423. quickCommands:
  424. # Kicks the player that issued a command before the defined time after the join process
  425. denyCommandsBeforeMilliseconds: 1000
  426. Purge:
  427. # If enabled, AuthMe automatically purges old, unused accounts
  428. useAutoPurge: false
  429. # Number of days after which an account should be purged
  430. daysBeforeRemovePlayer: 60
  431. # Do we need to remove the player.dat file during purge process?
  432. removePlayerDat: false
  433. # Do we need to remove the Essentials/userdata/player.yml file during purge process?
  434. removeEssentialsFile: false
  435. # World in which the players.dat are stored
  436. defaultWorld: world
  437. # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge?
  438. removeLimitedCreativesInventories: false
  439. # Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
  440. removeAntiXRayFile: false
  441. # Do we need to remove permissions?
  442. removePermissions: false
  443. Security:
  444. SQLProblem:
  445. # Stop the server if we can't contact the sql database
  446. # Take care with this, if you set this to false,
  447. # AuthMe will automatically disable and the server won't be protected!
  448. stopServer: true
  449. console:
  450. # Copy AuthMe log output in a separate file as well?
  451. logConsole: true
  452. captcha:
  453. # Enable captcha when a player uses wrong password too many times
  454. useCaptcha: false
  455. # Max allowed tries before a captcha is required
  456. maxLoginTry: 5
  457. # Captcha length
  458. captchaLength: 5
  459. # Minutes after which login attempts count is reset for a player
  460. captchaCountReset: 60
  461. # Require captcha before a player may register?
  462. requireForRegistration: false
  463. tempban:
  464. # Tempban a user's IP address if they enter the wrong password too many times
  465. enableTempban: false
  466. # How many times a user can attempt to login before their IP being tempbanned
  467. maxLoginTries: 10
  468. # The length of time a IP address will be tempbanned in minutes
  469. # Default: 480 minutes, or 8 hours
  470. tempbanLength: 480
  471. # How many minutes before resetting the count for failed logins by IP and username
  472. # Default: 480 minutes (8 hours)
  473. minutesBeforeCounterReset: 480
  474. # The command to execute instead of using the internal ban system, empty if disabled.
  475. # Available placeholders: %player%, %ip%
  476. customCommand: ''
  477. recoveryCode:
  478. # Number of characters a recovery code should have (0 to disable)
  479. length: 8
  480. # How many hours is a recovery code valid for?
  481. validForHours: 4
  482. # Max number of tries to enter recovery code
  483. maxTries: 3
  484. # How long a player has after password recovery to change their password
  485. # without logging in. This is in minutes.
  486. # Default: 2 minutes
  487. passwordChangeTimeout: 2
  488. emailRecovery:
  489. # Seconds a user has to wait for before a password recovery mail may be sent again
  490. # This prevents an attacker from abusing AuthMe's email feature.
  491. cooldown: 60
  492. privacy:
  493. # The mail shown using /email show will be partially hidden
  494. # E.g. (if enabled)
  495. # original email: my.email@example.com
  496. # hidden email: my.***@***mple.com
  497. enableEmailMasking: false
  498. # Minutes after which a verification code will expire
  499. verificationCodeExpiration: 10
  500. # Before a user logs in, various properties are temporarily removed from the player,
  501. # such as OP status, ability to fly, and walk/fly speed.
  502. # Once the user is logged in, we add back the properties we previously saved.
  503. # In this section, you may define how these properties should be handled.
  504. # Read more at https://github.com/AuthMe/AuthMeReloaded/wiki/Limbo-players
  505. limbo:
  506. persistence:
  507. # Besides storing the data in memory, you can define if/how the data should be persisted
  508. # on disk. This is useful in case of a server crash, so next time the server starts we can
  509. # properly restore things like OP status, ability to fly, and walk/fly speed.
  510. # DISABLED: no disk storage,
  511. # INDIVIDUAL_FILES: each player data in its own file,
  512. # DISTRIBUTED_FILES: distributes players into different files based on their UUID, see below
  513. type: INDIVIDUAL_FILES
  514. # This setting only affects DISTRIBUTED_FILES persistence. The distributed file
  515. # persistence attempts to reduce the number of files by distributing players into various
  516. # buckets based on their UUID. This setting defines into how many files the players should
  517. # be distributed. Possible values: ONE, FOUR, EIGHT, SIXTEEN, THIRTY_TWO, SIXTY_FOUR,
  518. # ONE_TWENTY for 128, TWO_FIFTY for 256.
  519. # For example, if you expect 100 non-logged in players, setting to SIXTEEN will average
  520. # 6.25 players per file (100 / 16).
  521. # Note: if you change this setting all data will be migrated. If you have a lot of data,
  522. # change this setting only on server restart, not with /authme reload.
  523. distributionSize: SIXTEEN
  524. # Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE, NOTHING.
  525. # RESTORE sets back the old property from the player. NOTHING will prevent AuthMe
  526. # from modifying the 'allow flight' property on the player.
  527. restoreAllowFlight: RESTORE
  528. # Restore fly speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  529. # RESTORE: restore the speed the player had;
  530. # DEFAULT: always set to default speed;
  531. # MAX_RESTORE: take the maximum of the player's current speed and the previous one
  532. # RESTORE_NO_ZERO: Like 'restore' but sets speed to default if the player's speed was 0
  533. restoreFlySpeed: RESTORE_NO_ZERO
  534. # Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  535. # See above for a description of the values.
  536. restoreWalkSpeed: RESTORE_NO_ZERO
  537. BackupSystem:
  538. # General configuration for backups: if false, no backups are possible
  539. ActivateBackup: false
  540. # Create backup at every start of server
  541. OnServerStart: false
  542. # Create backup at every stop of server
  543. OnServerStop: true
  544. # Windows only: MySQL installation path
  545. MysqlWindowsPath: C:\Program Files\MySQL\MySQL Server 5.1\
  546. # Converter settings: see https://github.com/AuthMe/AuthMeReloaded/wiki/Converters
  547. Converter:
  548. Rakamak:
  549. # Rakamak file name
  550. fileName: users.rak
  551. # Rakamak use IP?
  552. useIP: false
  553. # Rakamak IP file name
  554. ipFileName: UsersIp.rak
  555. CrazyLogin:
  556. # CrazyLogin database file name
  557. fileName: accounts.db
  558. loginSecurity:
  559. # LoginSecurity: convert from SQLite; if false we use MySQL
  560. useSqlite: true
  561. mySql:
  562. # LoginSecurity MySQL: database host
  563. host: ''
  564. # LoginSecurity MySQL: database name
  565. database: ''
  566. # LoginSecurity MySQL: database user
  567. user: ''
  568. # LoginSecurity MySQL: password for database user
  569. password: ''
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