Ivan_number_one

authme

Mar 8th, 2023 (edited)
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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: 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: ivanmaz0.beget.tech
  10. # Database port
  11. mySQLPort: '3306'
  12. # Connect to MySQL database over SSL
  13. mySQLUseSSL: false
  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: false
  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: ivanmaz0_test
  23. # Password to connect to the MySQL database
  24. mySQLPassword: 'не скажу)'
  25. # Database Name, use with converters or as SQLITE database name
  26. mySQLDatabase: ivanmaz0_test
  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. # Overrides the size of the DB Connection Pool, default = 10
  70. poolSize: 10
  71. # The maximum lifetime of a connection in the pool, default = 1800 seconds
  72. # You should set this at least 30 seconds less than mysql server wait_timeout
  73. maxLifetime: 1800
  74. ExternalBoardOptions:
  75. # Column for storing players groups
  76. mySQLColumnGroup: ''
  77. # -1 means disabled. If you want that only activated players
  78. # can log into your server, you can set here the group number
  79. # of unactivated users, needed for some forum/CMS support
  80. nonActivedUserGroup: -1
  81. # Other MySQL columns where we need to put the username (case-sensitive)
  82. mySQLOtherUsernameColumns: []
  83. # How much log2 rounds needed in BCrypt (do not change if you do not know what it does)
  84. bCryptLog2Round: 12
  85. # phpBB table prefix defined during the phpBB installation process
  86. phpbbTablePrefix: phpbb_
  87. # phpBB activated group ID; 2 is the default registered group defined by phpBB
  88. phpbbActivatedGroupId: 2
  89. # IP Board table prefix defined during the IP Board installation process
  90. IPBTablePrefix: ipb_
  91. # IP Board default group ID; 3 is the default registered group defined by IP Board
  92. IPBActivatedGroupId: 3
  93. # Xenforo table prefix defined during the Xenforo installation process
  94. XFTablePrefix: xf_
  95. # XenForo default group ID; 2 is the default registered group defined by Xenforo
  96. XFActivatedGroupId: 2
  97. # Wordpress prefix defined during WordPress installation
  98. wordpressTablePrefix: wp_
  99. settings:
  100. sessions:
  101. # Do you want to enable the session feature?
  102. # If enabled, when a player authenticates successfully,
  103. # his IP and his nickname is saved.
  104. # The next time the player joins the server, if his IP
  105. # is the same as last time and the timeout hasn't
  106. # expired, he will not need to authenticate.
  107. enabled: false
  108. # After how many minutes should a session expire?
  109. # A player's session ends after the timeout or if his IP has changed
  110. timeout: 10
  111. # Message language, available languages:
  112. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/translations.md
  113. messagesLanguage: en
  114. # Forces authme to hook into Vault instead of a specific permission handler system.
  115. forceVaultHook: false
  116. # Log level: INFO, FINE, DEBUG. Use INFO for general messages,
  117. # FINE for some additional detailed ones (like password failed),
  118. # and DEBUG for debugging
  119. logLevel: FINE
  120. # By default we schedule async tasks when talking to the database. If you want
  121. # typical communication with the database to happen synchronously, set this to false
  122. useAsyncTasks: true
  123. # The name of the server, used in some placeholders.
  124. serverName: Your Minecraft Server
  125. restrictions:
  126. # Can not authenticated players chat?
  127. # Keep in mind that this feature also blocks all commands not
  128. # listed in the list below.
  129. allowChat: false
  130. # Hide the chat log from players who are not authenticated?
  131. hideChat: false
  132. # Allowed commands for unauthenticated players
  133. allowCommands:
  134. - /login
  135. - /log
  136. - /l
  137. - /register
  138. - /reg
  139. - /email
  140. - /captcha
  141. - /2fa
  142. - /totp
  143. # Max number of allowed registrations per IP
  144. # The value 0 means an unlimited number of registrations!
  145. maxRegPerIp: 1
  146. # Minimum allowed username length
  147. minNicknameLength: 3
  148. # Maximum allowed username length
  149. maxNicknameLength: 16
  150. # When this setting is enabled, online players can't be kicked out
  151. # due to "Logged in from another Location"
  152. # This setting will prevent potential security exploits.
  153. ForceSingleSession: true
  154. ForceSpawnLocOnJoin:
  155. # If enabled, every player that spawn in one of the world listed in
  156. # "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
  157. # authentication. The quit location of the player will be overwritten.
  158. # This is different from "teleportUnAuthedToSpawn" that teleport player
  159. # to the spawnpoint on join.
  160. enabled: false
  161. # WorldNames where we need to force the spawn location
  162. # Case-sensitive!
  163. worlds:
  164. - world
  165. - world_nether
  166. - world_the_end
  167. # This option will save the quit location of the players.
  168. SaveQuitLocation: false
  169. # To activate the restricted user feature you need
  170. # to enable this option and configure the AllowedRestrictedUser field.
  171. AllowRestrictedUser: false
  172. # The restricted user feature will kick players listed below
  173. # if they don't match the defined IP address. Names are case-insensitive.
  174. # You can use * as wildcard (127.0.0.*), or regex with a "regex:" prefix regex:127\.0\.0\..*
  175. # Example:
  176. # AllowedRestrictedUser:
  177. # - playername;127.0.0.1
  178. # - playername;regex:127\.0\.0\..*
  179. AllowedRestrictedUser: []
  180. # Ban unknown IPs trying to log in with a restricted username?
  181. banUnsafedIP: false
  182. # Should unregistered players be kicked immediately?
  183. kickNonRegistered: false
  184. # Should players be kicked on wrong password?
  185. kickOnWrongPassword: true
  186. # Should not logged in players be teleported to the spawn?
  187. # After the authentication they will be teleported back to
  188. # their normal position.
  189. teleportUnAuthedToSpawn: false
  190. # Can unregistered players walk around?
  191. allowMovement: false
  192. # After how many seconds should players who fail to login or register
  193. # be kicked? Set to 0 to disable.
  194. timeout: 30
  195. # Regex pattern of allowed characters in the player name.
  196. allowedNicknameCharacters: '[a-zA-Z0-9_]*'
  197. # How far can unregistered players walk?
  198. # Set to 0 for unlimited radius
  199. allowedMovementRadius: 100
  200. # Should we protect the player inventory before logging in? Requires ProtocolLib.
  201. ProtectInventoryBeforeLogIn: true
  202. # Should we deny the tabcomplete feature before logging in? Requires ProtocolLib.
  203. DenyTabCompleteBeforeLogin: false
  204. # Should we display all other accounts from a player when he joins?
  205. # permission: /authme.admin.accounts
  206. displayOtherAccounts: true
  207. # Spawn priority; values: authme, essentials, cmi, multiverse, default
  208. spawnPriority: authme,essentials,cmi,multiverse,default
  209. # Maximum Login authorized by IP
  210. maxLoginPerIp: 0
  211. # Maximum Join authorized by IP
  212. maxJoinPerIp: 0
  213. # AuthMe will NEVER teleport players if set to true!
  214. noTeleport: false
  215. # Regex syntax for allowed chars in passwords. The default [!-~] allows all visible ASCII
  216. # characters, which is what we recommend. See also http://asciitable.com
  217. # You can test your regex with https://regex101.com
  218. allowedPasswordCharacters: '[!-~]*'
  219. GameMode:
  220. # Force survival gamemode when player joins?
  221. ForceSurvivalMode: false
  222. unrestrictions:
  223. # Below you can list all account names that AuthMe will ignore
  224. # for registration or login. Configure it at your own risk!!
  225. # This option adds compatibility with BuildCraft and some other mods.
  226. # It is case-insensitive! Example:
  227. # UnrestrictedName:
  228. # - 'npcPlayer'
  229. # - 'npcPlayer2'
  230. UnrestrictedName: []
  231. # Below you can list all inventories names that AuthMe will ignore
  232. # for registration or login. Configure it at your own risk!!
  233. # This option adds compatibility with some mods.
  234. # It is case-insensitive! Example:
  235. # UnrestrictedInventories:
  236. # - 'myCustomInventory1'
  237. # - 'myCustomInventory2'
  238. UnrestrictedInventories: []
  239. security:
  240. # Minimum length of password
  241. minPasswordLength: 5
  242. # Maximum length of password
  243. passwordMaxLength: 30
  244. # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512,
  245. # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, XAUTH, JOOMLA, WBB3, WBB4, MD5VB,
  246. # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, ARGON2, CUSTOM (for developers only). See full list at
  247. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
  248. # If you use ARGON2, check that you have the argon2 c library on your system
  249. passwordHash: SHA256
  250. # If a password check fails, AuthMe will also try to check with the following hash methods.
  251. # Use this setting when you change from one hash method to another.
  252. # AuthMe will update the password to the new hash. Example:
  253. # legacyHashes:
  254. # - 'SHA1'
  255. legacyHashes: []
  256. # Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
  257. doubleMD5SaltLength: 8
  258. # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
  259. pbkdf2Rounds: 10000
  260. # Prevent unsafe passwords from being used; put them in lowercase!
  261. # You should always set 'help' as unsafePassword due to possible conflicts.
  262. # unsafePasswords:
  263. # - '123456'
  264. # - 'password'
  265. # - 'help'
  266. unsafePasswords:
  267. - '123456'
  268. - password
  269. - qwerty
  270. - '12345'
  271. - '54321'
  272. - '123456789'
  273. - help
  274. registration:
  275. # Enable registration on the server?
  276. enabled: true
  277. # Send every X seconds a message to a player to
  278. # remind him that he has to login/register
  279. messageInterval: 5
  280. # Only registered and logged in players can play.
  281. # See restrictions for exceptions
  282. force: true
  283. # Type of registration: PASSWORD or EMAIL
  284. # PASSWORD = account is registered with a password supplied by the user;
  285. # EMAIL = password is generated and sent to the email provided by the user.
  286. # More info at https://github.com/AuthMe/AuthMeReloaded/wiki/Registration
  287. type: PASSWORD
  288. # Second argument the /register command should take: NONE = no 2nd argument
  289. # CONFIRMATION = must repeat first argument (pass or email)
  290. # EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
  291. # EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address
  292. secondArg: CONFIRMATION
  293. # Do we force kick a player after a successful registration?
  294. # Do not use with login feature below
  295. forceKickAfterRegister: false
  296. # Does AuthMe need to enforce a /login after a successful registration?
  297. forceLoginAfterRegister: false
  298. # Enable to display the welcome message (welcome.txt) after a login
  299. # You can use colors in this welcome.txt + some replaced strings:
  300. # {PLAYER}: player name, {ONLINE}: display number of online players,
  301. # {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
  302. # {WORLD}: player current world, {SERVER}: server name
  303. # {VERSION}: get current bukkit version, {COUNTRY}: player country
  304. useWelcomeMessage: true
  305. # Broadcast the welcome message to the server or only to the player?
  306. # set true for server or false for player
  307. broadcastWelcomeMessage: false
  308. # Should we delay the join message and display it once the player has logged in?
  309. delayJoinMessage: false
  310. # The custom join message that will be sent after a successful login,
  311. # keep empty to use the original one.
  312. # Available variables:
  313. # {PLAYERNAME}: the player name (no colors)
  314. # {DISPLAYNAME}: the player display name (with colors)
  315. # {DISPLAYNAMENOCOLOR}: the player display name (without colors)
  316. customJoinMessage: ''
  317. # Should we remove the leave messages of unlogged users?
  318. removeUnloggedLeaveMessage: false
  319. # Should we remove join messages altogether?
  320. removeJoinMessage: false
  321. # Should we remove leave messages altogether?
  322. removeLeaveMessage: false
  323. # Do we need to add potion effect Blinding before login/register?
  324. applyBlindEffect: false
  325. # Do we need to prevent people to login with another case?
  326. # If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
  327. preventOtherCase: true
  328. GroupOptions:
  329. # Enables switching a player to defined permission groups before they log in.
  330. # See below for a detailed explanation.
  331. enablePermissionCheck: false
  332. # This is a very important option: if a registered player joins the server
  333. # AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
  334. # You can set up your permission plugin with this special group to have no permissions,
  335. # or only permission to chat (or permission to send private messages etc.).
  336. # The better way is to set up this group with few permissions, so if a player
  337. # tries to exploit an account they can do only what you've defined for the group.
  338. # After login, the player will be moved to his correct permissions group!
  339. # Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
  340. # Otherwise your group will be wiped and the player will join in the default group []!
  341. # Example: registeredPlayerGroup: 'NotLogged'
  342. registeredPlayerGroup: ''
  343. # Similar to above, unregistered players can be set to the following
  344. # permissions group
  345. unregisteredPlayerGroup: ''
  346. Email:
  347. # Email SMTP server host
  348. mailSMTP: smtp.gmail.com
  349. # Email SMTP server port
  350. mailPort: 465
  351. # Only affects port 25: enable TLS/STARTTLS?
  352. useTls: true
  353. # Email account which sends the mails
  354. mailAccount: ''
  355. # Email account password
  356. mailPassword: ''
  357. # Email address, fill when mailAccount is not the email address of the account
  358. mailAddress: ''
  359. # Custom sender name, replacing the mailAccount name in the email
  360. mailSenderName: ''
  361. # Recovery password length
  362. RecoveryPasswordLength: 8
  363. # Mail Subject
  364. mailSubject: Your new AuthMe password
  365. # Like maxRegPerIP but with email
  366. maxRegPerEmail: 1
  367. # Recall players to add an email?
  368. recallPlayers: false
  369. # Delay in minute for the recall scheduler
  370. delayRecall: 5
  371. # Blacklist these domains for emails
  372. emailBlacklisted:
  373. - 10minutemail.com
  374. # Whitelist ONLY these domains for emails
  375. emailWhitelisted: []
  376. # Send the new password drawn in an image?
  377. generateImage: false
  378. # The OAuth2 token
  379. emailOauth2Token: ''
  380. Hooks:
  381. # Do we need to hook with multiverse for spawn checking?
  382. multiverse: true
  383. # Do we need to hook with BungeeCord?
  384. bungeecord: false
  385. # Send player to this BungeeCord server after register/login
  386. sendPlayerTo: ''
  387. # Do we need to disable Essentials SocialSpy on join?
  388. disableSocialSpy: false
  389. # Do we need to force /motd Essentials command on join?
  390. useEssentialsMotd: false
  391. Protection:
  392. # Enable some servers protection (country based login, antibot)
  393. enableProtection: false
  394. # Apply the protection also to registered usernames
  395. enableProtectionRegistered: true
  396. geoIpDatabase:
  397. # The MaxMind clientId used to download the GeoIp database,
  398. # get one at https://www.maxmind.com/en/accounts/current/license-key
  399. # The EssentialsX project has a very useful tutorial on how to generate
  400. # the license key: https://github.com/EssentialsX/Wiki/blob/master/GeoIP.md
  401. clientId: ''
  402. # The MaxMind licenseKey used to download the GeoIp database.
  403. licenseKey: ''
  404. # Countries allowed to join the server and register. For country codes, see
  405. # https://dev.maxmind.com/geoip/legacy/codes/iso3166/
  406. # Use "LOCALHOST" for local addresses.
  407. # PLEASE USE QUOTES!
  408. countries:
  409. - US
  410. - GB
  411. - LOCALHOST
  412. # Countries not allowed to join the server and register
  413. # PLEASE USE QUOTES!
  414. countriesBlacklist:
  415. - A1
  416. # Do we need to enable automatic antibot system?
  417. enableAntiBot: true
  418. # The interval in seconds
  419. antiBotInterval: 5
  420. # Max number of players allowed to login in the interval
  421. # before the AntiBot system is enabled automatically
  422. antiBotSensibility: 10
  423. # Duration in minutes of the antibot automatic system
  424. antiBotDuration: 10
  425. # Delay in seconds before the antibot activation
  426. antiBotDelay: 60
  427. quickCommands:
  428. # Kicks the player that issued a command before the defined time after the join process
  429. denyCommandsBeforeMilliseconds: 1000
  430. Purge:
  431. # If enabled, AuthMe automatically purges old, unused accounts
  432. useAutoPurge: false
  433. # Number of days after which an account should be purged
  434. daysBeforeRemovePlayer: 60
  435. # Do we need to remove the player.dat file during purge process?
  436. removePlayerDat: false
  437. # Do we need to remove the Essentials/userdata/player.yml file during purge process?
  438. removeEssentialsFile: false
  439. # World in which the players.dat are stored
  440. defaultWorld: world
  441. # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge?
  442. removeLimitedCreativesInventories: false
  443. # Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
  444. removeAntiXRayFile: false
  445. # Do we need to remove permissions?
  446. removePermissions: false
  447. Security:
  448. SQLProblem:
  449. # Stop the server if we can't contact the sql database
  450. # Take care with this, if you set this to false,
  451. # AuthMe will automatically disable and the server won't be protected!
  452. stopServer: true
  453. console:
  454. # Copy AuthMe log output in a separate file as well?
  455. logConsole: true
  456. captcha:
  457. # Enable captcha when a player uses wrong password too many times
  458. useCaptcha: false
  459. # Max allowed tries before a captcha is required
  460. maxLoginTry: 5
  461. # Captcha length
  462. captchaLength: 5
  463. # Minutes after which login attempts count is reset for a player
  464. captchaCountReset: 60
  465. # Require captcha before a player may register?
  466. requireForRegistration: false
  467. tempban:
  468. # Tempban a user's IP address if they enter the wrong password too many times
  469. enableTempban: false
  470. # How many times a user can attempt to login before their IP being tempbanned
  471. maxLoginTries: 10
  472. # The length of time a IP address will be tempbanned in minutes
  473. # Default: 480 minutes, or 8 hours
  474. tempbanLength: 480
  475. # How many minutes before resetting the count for failed logins by IP and username
  476. # Default: 480 minutes (8 hours)
  477. minutesBeforeCounterReset: 480
  478. # The command to execute instead of using the internal ban system, empty if disabled.
  479. # Available placeholders: %player%, %ip%
  480. customCommand: ''
  481. recoveryCode:
  482. # Number of characters a recovery code should have (0 to disable)
  483. length: 8
  484. # How many hours is a recovery code valid for?
  485. validForHours: 4
  486. # Max number of tries to enter recovery code
  487. maxTries: 3
  488. # How long a player has after password recovery to change their password
  489. # without logging in. This is in minutes.
  490. # Default: 2 minutes
  491. passwordChangeTimeout: 2
  492. emailRecovery:
  493. # Seconds a user has to wait for before a password recovery mail may be sent again
  494. # This prevents an attacker from abusing AuthMe's email feature.
  495. cooldown: 60
  496. privacy:
  497. # The mail shown using /email show will be partially hidden
  498. # E.g. (if enabled)
  499. # original email: [email protected]
  500. # hidden email: my.***@***mple.com
  501. enableEmailMasking: false
  502. # Minutes after which a verification code will expire
  503. verificationCodeExpiration: 10
  504. # Before a user logs in, various properties are temporarily removed from the player,
  505. # such as OP status, ability to fly, and walk/fly speed.
  506. # Once the user is logged in, we add back the properties we previously saved.
  507. # In this section, you may define how these properties should be handled.
  508. # Read more at https://github.com/AuthMe/AuthMeReloaded/wiki/Limbo-players
  509. limbo:
  510. persistence:
  511. # Besides storing the data in memory, you can define if/how the data should be persisted
  512. # on disk. This is useful in case of a server crash, so next time the server starts we can
  513. # properly restore things like OP status, ability to fly, and walk/fly speed.
  514. # DISABLED: no disk storage,
  515. # INDIVIDUAL_FILES: each player data in its own file,
  516. # DISTRIBUTED_FILES: distributes players into different files based on their UUID, see below
  517. type: INDIVIDUAL_FILES
  518. # This setting only affects DISTRIBUTED_FILES persistence. The distributed file
  519. # persistence attempts to reduce the number of files by distributing players into various
  520. # buckets based on their UUID. This setting defines into how many files the players should
  521. # be distributed. Possible values: ONE, FOUR, EIGHT, SIXTEEN, THIRTY_TWO, SIXTY_FOUR,
  522. # ONE_TWENTY for 128, TWO_FIFTY for 256.
  523. # For example, if you expect 100 non-logged in players, setting to SIXTEEN will average
  524. # 6.25 players per file (100 / 16).
  525. # Note: if you change this setting all data will be migrated. If you have a lot of data,
  526. # change this setting only on server restart, not with /authme reload.
  527. distributionSize: SIXTEEN
  528. # Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE, NOTHING.
  529. # RESTORE sets back the old property from the player. NOTHING will prevent AuthMe
  530. # from modifying the 'allow flight' property on the player.
  531. restoreAllowFlight: RESTORE
  532. # Restore fly speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  533. # RESTORE: restore the speed the player had;
  534. # DEFAULT: always set to default speed;
  535. # MAX_RESTORE: take the maximum of the player's current speed and the previous one
  536. # RESTORE_NO_ZERO: Like 'restore' but sets speed to default if the player's speed was 0
  537. restoreFlySpeed: RESTORE_NO_ZERO
  538. # Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  539. # See above for a description of the values.
  540. restoreWalkSpeed: RESTORE_NO_ZERO
  541. BackupSystem:
  542. # General configuration for backups: if false, no backups are possible
  543. ActivateBackup: false
  544. # Create backup at every start of server
  545. OnServerStart: false
  546. # Create backup at every stop of server
  547. OnServerStop: true
  548. # Windows only: MySQL installation path
  549. MysqlWindowsPath: C:\Program Files\MySQL\MySQL Server 5.1\
  550. # Converter settings: see https://github.com/AuthMe/AuthMeReloaded/wiki/Converters
  551. Converter:
  552. Rakamak:
  553. # Rakamak file name
  554. fileName: users.rak
  555. # Rakamak use IP?
  556. useIP: false
  557. # Rakamak IP file name
  558. ipFileName: UsersIp.rak
  559. CrazyLogin:
  560. # CrazyLogin database file name
  561. fileName: accounts.db
  562. loginSecurity:
  563. # LoginSecurity: convert from SQLite; if false we use MySQL
  564. useSqlite: true
  565. mySql:
  566. # LoginSecurity MySQL: database host
  567. host: ''
  568. # LoginSecurity MySQL: database name
  569. database: ''
  570. # LoginSecurity MySQL: database user
  571. user: ''
  572. # LoginSecurity MySQL: password for database user
  573. password: ''
  574.  
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