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