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  1.  
  2. DataSource:
  3. # What type of database do you want to use?
  4. # Valid values: SQLITE, MYSQL
  5. backend: 'SQLITE'
  6. # Enable database caching, should improve database performance
  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. # Username to connect to the MySQL database
  15. mySQLUsername: 'authme'
  16. # Password to connect to the MySQL database
  17. mySQLPassword: '12345'
  18. # Database Name, use with converters or as SQLITE database name
  19. mySQLDatabase: 'authme'
  20. # Table of the database
  21. mySQLTablename: 'authme'
  22. # Column of IDs to sort data
  23. mySQLColumnId: 'id'
  24. # Column for storing or checking players nickname
  25. mySQLColumnName: 'username'
  26. # Column for storing or checking players RealName
  27. mySQLRealName: 'realname'
  28. # Column for storing players passwords
  29. mySQLColumnPassword: 'password'
  30. # Column for storing players emails
  31. mySQLColumnEmail: 'email'
  32. # Column for storing if a player is logged in or not
  33. mySQLColumnLogged: 'isLogged'
  34. # Column for storing players ips
  35. mySQLColumnIp: 'ip'
  36. # Column for storing players lastlogins
  37. mySQLColumnLastLogin: 'lastlogin'
  38. # Column for storing player LastLocation - X
  39. mySQLlastlocX: 'x'
  40. # Column for storing player LastLocation - Y
  41. mySQLlastlocY: 'y'
  42. # Column for storing player LastLocation - Z
  43. mySQLlastlocZ: 'z'
  44. # Column for storing player LastLocation - World Name
  45. mySQLlastlocWorld: 'world'
  46. # Column for storing player LastLocation - Yaw
  47. mySQLlastlocYaw: 'yaw'
  48. # Column for storing player LastLocation - Pitch
  49. mySQLlastlocPitch: 'pitch'
  50. # Overrides the size of the DB Connection Pool, -1 = Auto
  51. poolSize: -1
  52. ExternalBoardOptions:
  53. # Column for storing players passwords salts
  54. mySQLColumnSalt: ''
  55. # Column for storing players groups
  56. mySQLColumnGroup: ''
  57. # -1 means disabled. If you want that only activated players
  58. # can log into your server, you can set here the group number
  59. # of unactivated users, needed for some forum/CMS support
  60. nonActivedUserGroup: -1
  61. # Other MySQL columns where we need to put the username (case-sensitive)
  62. mySQLOtherUsernameColumns: []
  63. # How much log2 rounds needed in BCrypt (do not change if you do not know what it does)
  64. bCryptLog2Round: 10
  65. # phpBB table prefix defined during the phpBB installation process
  66. phpbbTablePrefix: 'phpbb_'
  67. # phpBB activated group ID; 2 is the default registered group defined by phpBB
  68. phpbbActivatedGroupId: 2
  69. # IP Board table prefix defined during the IP Board installation process
  70. IPBTablePrefix: 'ipb_'
  71. # IP Board default group ID; 3 is the default registered group defined by IP Board
  72. IPBActivatedGroupId: 3
  73. # XenForo default group ID; 2 is the default registered group defined by Xenforo
  74. XFActivatedGroupId: 2
  75. # Wordpress prefix defined during WordPress installation
  76. wordpressTablePrefix: 'wp_'
  77. settings:
  78. sessions:
  79. # Do you want to enable the session feature?
  80. # If enabled, when a player authenticates successfully,
  81. # his IP and his nickname is saved.
  82. # The next time the player joins the server, if his IP
  83. # is the same as last time and the timeout hasn't
  84. # expired, he will not need to authenticate.
  85. enabled: false
  86. # After how many minutes should a session expire?
  87. # A player's session ends after the timeout or if his IP has changed
  88. timeout: 10
  89. # Message language, available languages:
  90. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/translations.md
  91. messagesLanguage: 'en'
  92. # Log level: INFO, FINE, DEBUG. Use INFO for general messages,
  93. # FINE for some additional detailed ones (like password failed),
  94. # and DEBUG for debugging
  95. logLevel: 'FINE'
  96. # By default we schedule async tasks when talking to the database. If you want
  97. # typical communication with the database to happen synchronously, set this to false
  98. useAsyncTasks: true
  99. restrictions:
  100. # Can not authenticated players chat?
  101. # Keep in mind that this feature also blocks all commands not
  102. # listed in the list below.
  103. allowChat: false
  104. # Hide the chat log from players who are not authenticated?
  105. hideChat: false
  106. # Allowed commands for unauthenticated players
  107. allowCommands:
  108. - '/login'
  109. - '/register'
  110. - '/l'
  111. - '/reg'
  112. - '/email'
  113. - '/captcha'
  114. # Max number of allowed registrations per IP
  115. # The value 0 means an unlimited number of registrations!
  116. maxRegPerIp: 100
  117. # Minimum allowed username length
  118. minNicknameLength: 3
  119. # Maximum allowed username length
  120. maxNicknameLength: 16
  121. # When this setting is enabled, online players can't be kicked out
  122. # due to "Logged in from another Location"
  123. # This setting will prevent potential security exploits.
  124. ForceSingleSession: true
  125. ForceSpawnLocOnJoin:
  126. # If enabled, every player that spawn in one of the world listed in
  127. # "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
  128. # authentication. The quit location of the player will be overwritten.
  129. # This is different from "teleportUnAuthedToSpawn" that teleport player
  130. # to the spawnpoint on join.
  131. enabled: false
  132. # WorldNames where we need to force the spawn location
  133. # Case-sensitive!
  134. worlds:
  135. - 'world'
  136. - 'world_nether'
  137. - 'world_the_end'
  138. # This option will save the quit location of the players.
  139. SaveQuitLocation: false
  140. # To activate the restricted user feature you need
  141. # to enable this option and configure the AllowedRestrictedUser field.
  142. AllowRestrictedUser: false
  143. # The restricted user feature will kick players listed below
  144. # if they don't match the defined IP address. Names are case-insensitive.
  145. # Example:
  146. # AllowedRestrictedUser:
  147. # - playername;127.0.0.1
  148. AllowedRestrictedUser: []
  149. # Ban unknown IPs trying to log in with a restricted username?
  150. banUnsafedIP: false
  151. # Should unregistered players be kicked immediately?
  152. kickNonRegistered: false
  153. # Should players be kicked on wrong password?
  154. kickOnWrongPassword: true
  155. # Should not logged in players be teleported to the spawn?
  156. # After the authentication they will be teleported back to
  157. # their normal position.
  158. teleportUnAuthedToSpawn: false
  159. # Can unregistered players walk around?
  160. allowMovement: false
  161. # After how many seconds should players who fail to login or register
  162. # be kicked? Set to 0 to disable.
  163. timeout: 30
  164. # Regex pattern of allowed characters in the player name.
  165. allowedNicknameCharacters: '[a-zA-Z0-9_]*'
  166. # How far can unregistered players walk?
  167. # Set to 0 for unlimited radius
  168. allowedMovementRadius: 100
  169. # Should we protect the player inventory before logging in? Requires ProtocolLib.
  170. ProtectInventoryBeforeLogIn: true
  171. # Should we deny the tabcomplete feature before logging in? Requires ProtocolLib.
  172. DenyTabCompleteBeforeLogin: false
  173. # Should we display all other accounts from a player when he joins?
  174. # permission: /authme.admin.accounts
  175. displayOtherAccounts: true
  176. # Spawn priority; values: authme, essentials, multiverse, default
  177. spawnPriority: 'authme,essentials,multiverse,default'
  178. # Maximum Login authorized by IP
  179. maxLoginPerIp: 0
  180. # Maximum Join authorized by IP
  181. maxJoinPerIp: 0
  182. # AuthMe will NEVER teleport players if set to true!
  183. noTeleport: false
  184. # Regex syntax for allowed chars in passwords
  185. allowedPasswordCharacters: '[\x21-\x7E]*'
  186. # Threshold of the other accounts command, a value less than 2 means disabled.
  187. otherAccountsCmdThreshold: 0
  188. # Command to run when a user has more accounts than the configured threshold.
  189. # Available variables: %playername%, %playerip%
  190. otherAccountsCmd: 'say The player %playername% with ip %playerip% has multiple accounts!'
  191. GameMode:
  192. # Force survival gamemode when player joins?
  193. ForceSurvivalMode: false
  194. unrestrictions:
  195. # Below you can list all account names that AuthMe will ignore
  196. # for registration or login. Configure it at your own risk!!
  197. # This option adds compatibility with BuildCraft and some other mods.
  198. # It is case-insensitive! Example:
  199. # UnrestrictedName:
  200. # - 'npcPlayer'
  201. # - 'npcPlayer2'
  202. UnrestrictedName: []
  203. security:
  204. # Minimum length of password
  205. minPasswordLength: 5
  206. # Maximum length of password
  207. passwordMaxLength: 30
  208. # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512, WHIRLPOOL,
  209. # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, XAUTH, JOOMLA, WBB3, WBB4, MD5VB,
  210. # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, CUSTOM (for developers only). See full list at
  211. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
  212. passwordHash: 'SHA256'
  213. # If a password check fails, AuthMe will also try to check with the following hash methods.
  214. # Use this setting when you change from one hash method to another.
  215. # AuthMe will update the password to the new hash. Example:
  216. # legacyHashes:
  217. # - 'SHA1'
  218. legacyHashes: []
  219. # Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
  220. doubleMD5SaltLength: 8
  221. # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
  222. pbkdf2Rounds: 10000
  223. # Prevent unsafe passwords from being used; put them in lowercase!
  224. # You should always set 'help' as unsafePassword due to possible conflicts.
  225. # unsafePasswords:
  226. # - '123456'
  227. # - 'password'
  228. # - 'help'
  229. unsafePasswords:
  230. - '123456'
  231. - 'password'
  232. - 'qwerty'
  233. - '12345'
  234. - '54321'
  235. - '123456789'
  236. - 'help'
  237. registration:
  238. # Enable registration on the server?
  239. enabled: true
  240. # Send every X seconds a message to a player to
  241. # remind him that he has to login/register
  242. messageInterval: 5
  243. # Only registered and logged in players can play.
  244. # See restrictions for exceptions
  245. force: true
  246. # Type of registration: PASSWORD or EMAIL
  247. # PASSWORD = account is registered with a password supplied by the user;
  248. # EMAIL = password is generated and sent to the email provided by the user.
  249. # More info at https://github.com/AuthMe/AuthMeReloaded/wiki/Registration
  250. type: 'PASSWORD'
  251. # Second argument the /register command should take: NONE = no 2nd argument
  252. # CONFIRMATION = must repeat first argument (pass or email)
  253. # EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
  254. # EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address
  255. secondArg: 'CONFIRMATION'
  256. # Do we force kick a player after a successful registration?
  257. # Do not use with login feature below
  258. forceKickAfterRegister: false
  259. # Does AuthMe need to enforce a /login after a successful registration?
  260. forceLoginAfterRegister: false
  261. # Enable to display the welcome message (welcome.txt) after a login
  262. # You can use colors in this welcome.txt + some replaced strings:
  263. # {PLAYER}: player name, {ONLINE}: display number of online players,
  264. # {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
  265. # {WORLD}: player current world, {SERVER}: server name
  266. # {VERSION}: get current bukkit version, {COUNTRY}: player country
  267. useWelcomeMessage: true
  268. # Broadcast the welcome message to the server or only to the player?
  269. # set true for server or false for player
  270. broadcastWelcomeMessage: false
  271. # Should we delay the join message and display it once the player has logged in?
  272. delayJoinMessage: false
  273. # The custom join message that will be sent after a successful login,
  274. # keep empty to use the original one.
  275. # Available variables:
  276. # {PLAYERNAME}: the player name (no colors)
  277. # {DISPLAYNAME}: the player name (with colors)
  278. customJoinMessage: ''
  279. # Should we remove the leave messages of unlogged users?
  280. removeUnloggedLeaveMessage: false
  281. # Should we remove join messages altogether?
  282. removeJoinMessage: false
  283. # Should we remove leave messages altogether?
  284. removeLeaveMessage: false
  285. # Do we need to add potion effect Blinding before login/reigster?
  286. applyBlindEffect: false
  287. # Do we need to prevent people to login with another case?
  288. # If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
  289. preventOtherCase: true
  290. GroupOptions:
  291. # Enables switching a player to defined permission groups before they log in.
  292. # See below for a detailed explanation.
  293. enablePermissionCheck: false
  294. # This is a very important option: if a registered player joins the server
  295. # AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
  296. # You can set up your permission plugin with this special group to have no permissions,
  297. # or only permission to chat (or permission to send private messages etc.).
  298. # The better way is to set up this group with few permissions, so if a player
  299. # tries to exploit an account they can do only what you've defined for the group.
  300. # After login, the player will be moved to his correct permissions group!
  301. # Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
  302. # Otherwise your group will be wiped and the player will join in the default group []!
  303. # Example: registeredPlayerGroup: 'NotLogged'
  304. registeredPlayerGroup: ''
  305. # Similar to above, unregistered players can be set to the following
  306. # permissions group
  307. unregisteredPlayerGroup: ''
  308. Email:
  309. # Email SMTP server host
  310. mailSMTP: 'smtp.gmail.com'
  311. # Email SMTP server port
  312. mailPort: 465
  313. # Only affects port 25: enable TLS/STARTTLS?
  314. useTls: true
  315. # Email account which sends the mails
  316. mailAccount: ''
  317. # Email account password
  318. mailPassword: ''
  319. # Email address, fill when mailAccount is not the email address of the account
  320. mailAddress: ''
  321. # Custom sender name, replacing the mailAccount name in the email
  322. mailSenderName: ''
  323. # Recovery password length
  324. RecoveryPasswordLength: 8
  325. # Mail Subject
  326. mailSubject: 'Your new AuthMe password'
  327. # Like maxRegPerIP but with email
  328. maxRegPerEmail: 1
  329. # Recall players to add an email?
  330. recallPlayers: false
  331. # Delay in minute for the recall scheduler
  332. delayRecall: 5
  333. # Blacklist these domains for emails
  334. emailBlacklisted:
  335. - '10minutemail.com'
  336. # Whitelist ONLY these domains for emails
  337. emailWhitelisted: []
  338. # Send the new password drawn in an image?
  339. generateImage: false
  340. # The OAuth2 token
  341. emailOauth2Token: ''
  342. Hooks:
  343. # Do we need to hook with multiverse for spawn checking?
  344. multiverse: true
  345. # Do we need to hook with BungeeCord?
  346. bungeecord: false
  347. # Send player to this BungeeCord server after register/login
  348. sendPlayerTo: ''
  349. # Do we need to disable Essentials SocialSpy on join?
  350. disableSocialSpy: false
  351. # Do we need to force /motd Essentials command on join?
  352. useEssentialsMotd: false
  353. Protection:
  354. # Enable some servers protection (country based login, antibot)
  355. enableProtection: false
  356. # Apply the protection also to registered usernames
  357. enableProtectionRegistered: true
  358. # Countries allowed to join the server and register. For country codes, see
  359. # https://dev.bukkit.org/projects/authme-reloaded/pages/countries-codes
  360. # PLEASE USE QUOTES!
  361. countries:
  362. - 'US'
  363. - 'GB'
  364. # Countries not allowed to join the server and register
  365. # PLEASE USE QUOTES!
  366. countriesBlacklist:
  367. - 'A1'
  368. # Do we need to enable automatic antibot system?
  369. enableAntiBot: true
  370. # The interval in seconds
  371. antiBotInterval: 5
  372. # Max number of players allowed to login in the interval
  373. # before the AntiBot system is enabled automatically
  374. antiBotSensibility: 10
  375. # Duration in minutes of the antibot automatic system
  376. antiBotDuration: 10
  377. # Delay in seconds before the antibot activation
  378. antiBotDelay: 60
  379. Purge:
  380. # If enabled, AuthMe automatically purges old, unused accounts
  381. useAutoPurge: false
  382. # Number of days after which an account should be purged
  383. daysBeforeRemovePlayer: 60
  384. # Do we need to remove the player.dat file during purge process?
  385. removePlayerDat: false
  386. # Do we need to remove the Essentials/userdata/player.yml file during purge process?
  387. removeEssentialsFile: false
  388. # World in which the players.dat are stored
  389. defaultWorld: 'world'
  390. # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge?
  391. removeLimitedCreativesInventories: false
  392. # Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
  393. removeAntiXRayFile: false
  394. # Do we need to remove permissions?
  395. removePermissions: false
  396. Security:
  397. SQLProblem:
  398. # Stop the server if we can't contact the sql database
  399. # Take care with this, if you set this to false,
  400. # AuthMe will automatically disable and the server won't be protected!
  401. stopServer: true
  402. console:
  403. # Remove passwords from console?
  404. removePassword: true
  405. # Copy AuthMe log output in a separate file as well?
  406. logConsole: true
  407. captcha:
  408. # Enable captcha when a player uses wrong password too many times
  409. useCaptcha: false
  410. # Max allowed tries before a captcha is required
  411. maxLoginTry: 5
  412. # Captcha length
  413. captchaLength: 5
  414. # Minutes after which login attempts count is reset for a player
  415. captchaCountReset: 60
  416. tempban:
  417. # Tempban a user's IP address if they enter the wrong password too many times
  418. enableTempban: false
  419. # How many times a user can attempt to login before their IP being tempbanned
  420. maxLoginTries: 10
  421. # The length of time a IP address will be tempbanned in minutes
  422. # Default: 480 minutes, or 8 hours
  423. tempbanLength: 480
  424. # How many minutes before resetting the count for failed logins by IP and username
  425. # Default: 480 minutes (8 hours)
  426. minutesBeforeCounterReset: 480
  427. recoveryCode:
  428. # Number of characters a recovery code should have (0 to disable)
  429. length: 8
  430. # How many hours is a recovery code valid for?
  431. validForHours: 4
  432. # Max number of tries to enter recovery code
  433. maxTries: 3
  434. # How long a player has after password recovery to change their password
  435. # without logging in. This is in minutes.
  436. # Default: 2 minutes
  437. passwordChangeTimeout: 2
  438. emailRecovery:
  439. # Seconds a user has to wait for before a password recovery mail may be sent again
  440. # This prevents an attacker from abusing AuthMe's email feature.
  441. cooldown: 60
  442. # Before a user logs in, various properties are temporarily removed from the player,
  443. # such as OP status, ability to fly, and walk/fly speed.
  444. # Once the user is logged in, we add back the properties we previously saved.
  445. # In this section, you may define how these properties should be handled.
  446. # Read more at https://github.com/AuthMe/AuthMeReloaded/wiki/Limbo-players
  447. limbo:
  448. persistence:
  449. # Besides storing the data in memory, you can define if/how the data should be persisted
  450. # on disk. This is useful in case of a server crash, so next time the server starts we can
  451. # properly restore things like OP status, ability to fly, and walk/fly speed.
  452. # DISABLED: no disk storage,
  453. # INDIVIDUAL_FILES: each player data in its own file,
  454. # DISTRIBUTED_FILES: distributes players into different files based on their UUID, see below
  455. type: 'INDIVIDUAL_FILES'
  456. # This setting only affects DISTRIBUTED_FILES persistence. The distributed file
  457. # persistence attempts to reduce the number of files by distributing players into various
  458. # buckets based on their UUID. This setting defines into how many files the players should
  459. # be distributed. Possible values: ONE, FOUR, EIGHT, SIXTEEN, THIRTY_TWO, SIXTY_FOUR,
  460. # ONE_TWENTY for 128, TWO_FIFTY for 256.
  461. # For example, if you expect 100 non-logged in players, setting to SIXTEEN will average
  462. # 6.25 players per file (100 / 16).
  463. # Note: if you change this setting all data will be migrated. If you have a lot of data,
  464. # change this setting only on server restart, not with /authme reload.
  465. distributionSize: 'SIXTEEN'
  466. # Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE.
  467. # RESTORE sets back the old property from the player.
  468. restoreAllowFlight: 'RESTORE'
  469. # Restore fly speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  470. # RESTORE: restore the speed the player had;
  471. # DEFAULT: always set to default speed;
  472. # MAX_RESTORE: take the maximum of the player's current speed and the previous one
  473. # RESTORE_NO_ZERO: Like 'restore' but sets speed to default if the player's speed was 0
  474. restoreFlySpeed: 'RESTORE_NO_ZERO'
  475. # Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  476. # See above for a description of the values.
  477. restoreWalkSpeed: 'MAX_RESTORE'
  478. BackupSystem:
  479. # General configuration for backups: if false, no backups are possible
  480. ActivateBackup: false
  481. # Create backup at every start of server
  482. OnServerStart: false
  483. # Create backup at every stop of server
  484. OnServerStop: true
  485. # Windows only: MySQL installation path
  486. MysqlWindowsPath: 'C:\Program Files\MySQL\MySQL Server 5.1\'
  487. # Converter settings: see https://github.com/AuthMe/AuthMeReloaded/wiki/Converters
  488. Converter:
  489. Rakamak:
  490. # Rakamak file name
  491. fileName: 'users.rak'
  492. # Rakamak use IP?
  493. useIP: false
  494. # Rakamak IP file name
  495. ipFileName: 'UsersIp.rak'
  496. CrazyLogin:
  497. # CrazyLogin database file name
  498. fileName: 'accounts.db'
  499. loginSecurity:
  500. # LoginSecurity: convert from SQLite; if false we use MySQL
  501. useSqlite: true
  502. mySql:
  503. # LoginSecurity MySQL: database host
  504. host: ''
  505. # LoginSecurity MySQL: database name
  506. database: ''
  507. # LoginSecurity MySQL: database user
  508. user: ''
  509. # LoginSecurity MySQL: password for database user
  510. password: ''
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