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Dec 12th, 2025
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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 = "0.0.0.0:25565"
  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 = ""
  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 = 2000
  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 = true
  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. lobby = "ip:25565"
  81. smp = "ip:25595"
  82. create = "ip:25585"
  83. dsmp = "ip:25600"
  84.  
  85. # In what order we should try servers when a player logs in or is kicked from a server.
  86. try = [
  87. "lobby"
  88. ]
  89.  
  90. [forced-hosts]
  91. # Configure your forced hosts here.
  92. "play.domain" = [
  93. "lobby"
  94. ]
  95. "smp.domain" = [
  96. "smp"
  97. ]
  98. "play.domain" = [
  99. "create"
  100. ]
  101. "dsmp.domain" = [
  102. "dsmp"
  103. ]
  104.  
  105. [advanced]
  106. # How large a Minecraft packet has to be before we compress it. Setting this to zero will
  107. # compress all packets, and setting it to -1 will disable compression entirely.
  108. compression-threshold = 256
  109.  
  110. # How much compression should be done (from 0-9). The default is -1, which uses the
  111. # default level of 6.
  112. compression-level = -1
  113.  
  114. # How fast (in milliseconds) are clients allowed to connect after the last connection? By
  115. # default, this is three seconds. Disable this by setting this to 0.
  116. login-ratelimit = 3000
  117.  
  118. # Specify a custom timeout for connection timeouts here. The default is five seconds.
  119. connection-timeout = 5000
  120.  
  121. # Specify a read timeout for connections here. The default is 30 seconds.
  122. read-timeout = 30000
  123.  
  124. # Enables compatibility with HAProxy's PROXY protocol. If you don't know what this is for, then
  125. # don't enable it.
  126. haproxy-protocol = false
  127.  
  128. # Enables TCP fast open support on the proxy. Requires the proxy to run on Linux.
  129. tcp-fast-open = false
  130.  
  131. # Enables BungeeCord plugin messaging channel support on Velocity.
  132. bungee-plugin-message-channel = true
  133.  
  134. # Shows ping requests to the proxy from clients.
  135. show-ping-requests = false
  136.  
  137. # By default, Velocity will attempt to gracefully handle situations where the user unexpectedly
  138. # loses connection to the server without an explicit disconnect message by attempting to fall the
  139. # user back, except in the case of read timeouts. BungeeCord will disconnect the user instead. You
  140. # can disable this setting to use the BungeeCord behavior.
  141. failover-on-unexpected-server-disconnect = true
  142.  
  143. # Declares the proxy commands to 1.13+ clients.
  144. announce-proxy-commands = true
  145.  
  146. # Enables the logging of commands
  147. log-command-executions = false
  148.  
  149. # Enables logging of player connections when connecting to the proxy, switching servers
  150. # and disconnecting from the proxy.
  151. log-player-connections = true
  152.  
  153. # Allows players transferred from other hosts via the
  154. # Transfer packet (Minecraft 1.20.5) to be received.
  155. accepts-transfers = false
  156.  
  157. # Enables support for SO_REUSEPORT. This may help the proxy scale better on multicore systems
  158. # with a lot of incoming connections, and provide better CPU utilization than the existing
  159. # strategy of having a single thread accepting connections and distributing them to worker
  160. # threads. Disabled by default. Requires Linux or macOS.
  161. enable-reuse-port = false
  162.  
  163. # How fast (in milliseconds) are clients allowed to send commands after the last command
  164. # By default this is 50ms (20 commands per second)
  165. command-rate-limit = 50
  166.  
  167. # Should we forward commands to the backend upon being rate limited?
  168. # This will forward the command to the server instead of processing it on the proxy.
  169. # Since most server implementations have a rate limit, this will prevent the player
  170. # from being able to send excessive commands to the server.
  171. forward-commands-if-rate-limited = true
  172.  
  173. # How many commands are allowed to be sent after the rate limit is hit before the player is kicked?
  174. # Setting this to 0 or lower will disable this feature.
  175. kick-after-rate-limited-commands = 0
  176.  
  177. # How fast (in milliseconds) are clients allowed to send tab completions after the last tab completion
  178. tab-complete-rate-limit = 10
  179.  
  180. # How many tab completions are allowed to be sent after the rate limit is hit before the player is kicked?
  181. # Setting this to 0 or lower will disable this feature.
  182. kick-after-rate-limited-tab-completes = 0
  183.  
  184. [query]
  185. # Whether to enable responding to GameSpy 4 query responses or not.
  186. enabled = false
  187.  
  188. # If query is enabled, on what port should the query protocol listen on?
  189. port = 25565
  190.  
  191. # This is the map name that is reported to the query services.
  192. map = "Velocity"
  193.  
  194. # Whether plugins should be shown in query response by default or not
  195. show-plugins = false
  196.  
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