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<!-- AUTO - GENERATED FILE! Do not edit this directly -->
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<!-- File auto - generated on Thu Jul 28 18:11:22 CEST 2022. See docs/config/config.tpl.md -->
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## AuthMe Configuration
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The first time you run AuthMe it will create a config.yml file in the plugins/AuthMe folder,
with which you can configure various settings. The following is the initial contents of
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the generated config.yml file.
```yml
DataSource:
# What type of database do you want to use?
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# Valid values: SQLITE, MARIADB, MYSQL, POSTGRESQL
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backend: SQLITE
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# Enable the database caching system, should be disabled on bungeecord environments
# or when a website integration is being used.
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caching: true
# Database host address
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mySQLHost: 127.0.0.1
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# Database port
mySQLPort: '3306'
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# Connect to MySQL database over SSL
mySQLUseSSL: true
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# Verification of server's certificate.
# We would not recommend to set this option to false.
# Set this option to false at your own risk if and only if you know what you're doing
mySQLCheckServerCertificate: true
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# Authorize client to retrieve RSA server public key.
# Advanced option, ignore if you don't know what it means.
mySQLAllowPublicKeyRetrieval: true
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# Username to connect to the MySQL database
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mySQLUsername: authme
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# Password to connect to the MySQL database
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mySQLPassword: '12345'
# Database Name, use with converters or as SQLITE database name
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mySQLDatabase: authme
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# Table of the database
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mySQLTablename: authme
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# Column of IDs to sort data
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mySQLColumnId: id
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# Column for storing or checking players nickname
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mySQLColumnName: username
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# Column for storing or checking players RealName
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mySQLRealName: realname
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# Column for storing players passwords
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mySQLColumnPassword: password
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# Column for storing players passwords salts
mySQLColumnSalt: ''
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# Column for storing players emails
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mySQLColumnEmail: email
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# Column for storing if a player is logged in or not
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mySQLColumnLogged: isLogged
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# Column for storing if a player has a valid session or not
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mySQLColumnHasSession: hasSession
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# Column for storing a player's TOTP key (for two-factor authentication)
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mySQLtotpKey: totp
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# Column for storing the player's last IP
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mySQLColumnIp: ip
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# Column for storing players lastlogins
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mySQLColumnLastLogin: lastlogin
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# Column storing the registration date
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mySQLColumnRegisterDate: regdate
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# Column for storing the IP address at the time of registration
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mySQLColumnRegisterIp: regip
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# Column for storing player LastLocation - X
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mySQLlastlocX: x
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# Column for storing player LastLocation - Y
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mySQLlastlocY: y
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# Column for storing player LastLocation - Z
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mySQLlastlocZ: z
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# Column for storing player LastLocation - World Name
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mySQLlastlocWorld: world
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# Column for storing player LastLocation - Yaw
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mySQLlastlocYaw: yaw
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# Column for storing player LastLocation - Pitch
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mySQLlastlocPitch: pitch
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# Column for storing players uuids (optional)
mySQLPlayerUUID: ''
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# Overrides the size of the DB Connection Pool, default = 10
poolSize: 10
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# The maximum lifetime of a connection in the pool, default = 1800 seconds
# You should set this at least 30 seconds less than mysql server wait_timeout
maxLifetime: 1800
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ExternalBoardOptions:
# Column for storing players groups
mySQLColumnGroup: ''
# -1 means disabled. If you want that only activated players
# can log into your server, you can set here the group number
# of unactivated users, needed for some forum/CMS support
nonActivedUserGroup: -1
# Other MySQL columns where we need to put the username (case-sensitive)
mySQLOtherUsernameColumns: []
# How much log2 rounds needed in BCrypt (do not change if you do not know what it does)
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bCryptLog2Round: 12
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# phpBB table prefix defined during the phpBB installation process
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phpbbTablePrefix: phpbb_
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# phpBB activated group ID; 2 is the default registered group defined by phpBB
phpbbActivatedGroupId: 2
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# IP Board table prefix defined during the IP Board installation process
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IPBTablePrefix: ipb_
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# IP Board default group ID; 3 is the default registered group defined by IP Board
IPBActivatedGroupId: 3
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# Xenforo table prefix defined during the Xenforo installation process
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XFTablePrefix: xf_
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# XenForo default group ID; 2 is the default registered group defined by Xenforo
XFActivatedGroupId: 2
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# Wordpress prefix defined during WordPress installation
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wordpressTablePrefix: wp_
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settings:
sessions:
# Do you want to enable the session feature?
# If enabled, when a player authenticates successfully,
# his IP and his nickname is saved.
# The next time the player joins the server, if his IP
# is the same as last time and the timeout hasn't
# expired, he will not need to authenticate.
enabled: false
# After how many minutes should a session expire?
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# A player's session ends after the timeout or if his IP has changed
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timeout: 10
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# Message language, available languages:
# https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/translations.md
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messagesLanguage: en
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# Forces authme to hook into Vault instead of a specific permission handler system.
forceVaultHook: false
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# Log level: INFO, FINE, DEBUG. Use INFO for general messages,
# FINE for some additional detailed ones (like password failed),
# and DEBUG for debugging
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logLevel: FINE
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# By default we schedule async tasks when talking to the database. If you want
# typical communication with the database to happen synchronously, set this to false
useAsyncTasks: true
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# The name of the server, used in some placeholders.
serverName: Your Minecraft Server
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restrictions:
# Can not authenticated players chat?
# Keep in mind that this feature also blocks all commands not
# listed in the list below.
allowChat: false
# Hide the chat log from players who are not authenticated?
hideChat: false
# Allowed commands for unauthenticated players
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allowCommands:
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- /login
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- /log
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- /l
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- /register
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- /reg
- /email
- /captcha
- /2fa
- /totp
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# Max number of allowed registrations per IP
# The value 0 means an unlimited number of registrations!
maxRegPerIp: 1
# Minimum allowed username length
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minNicknameLength: 3
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# Maximum allowed username length
maxNicknameLength: 16
# When this setting is enabled, online players can't be kicked out
# due to "Logged in from another Location"
# This setting will prevent potential security exploits.
ForceSingleSession: true
ForceSpawnLocOnJoin:
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# If enabled, every player that spawn in one of the world listed in
# "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
# authentication. The quit location of the player will be overwritten.
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# This is different from "teleportUnAuthedToSpawn" that teleport player
# to the spawnpoint on join.
enabled: false
# WorldNames where we need to force the spawn location
# Case-sensitive!
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worlds:
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- world
- world_nether
- world_the_end
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# This option will save the quit location of the players.
SaveQuitLocation: false
# To activate the restricted user feature you need
# to enable this option and configure the AllowedRestrictedUser field.
AllowRestrictedUser: false
# The restricted user feature will kick players listed below
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# if they don't match the defined IP address. Names are case-insensitive.
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# You can use * as wildcard (127.0.0.* ), or regex with a "regex:" prefix regex:127\.0\.0\..*
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# Example:
# AllowedRestrictedUser:
# - playername;127.0.0.1
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# - playername;regex:127\.0\.0\..*
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AllowedRestrictedUser: []
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# Ban unknown IPs trying to log in with a restricted username?
banUnsafedIP: false
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# Should unregistered players be kicked immediately?
kickNonRegistered: false
# Should players be kicked on wrong password?
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kickOnWrongPassword: true
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# Should not logged in players be teleported to the spawn?
# After the authentication they will be teleported back to
# their normal position.
teleportUnAuthedToSpawn: false
# Can unregistered players walk around?
allowMovement: false
# After how many seconds should players who fail to login or register
# be kicked? Set to 0 to disable.
timeout: 30
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# Regex pattern of allowed characters in the player name.
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allowedNicknameCharacters: '[a-zA-Z0-9_]*'
# How far can unregistered players walk?
# Set to 0 for unlimited radius
allowedMovementRadius: 100
# Should we protect the player inventory before logging in? Requires ProtocolLib.
ProtectInventoryBeforeLogIn: true
# Should we deny the tabcomplete feature before logging in? Requires ProtocolLib.
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DenyTabCompleteBeforeLogin: false
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# Should we display all other accounts from a player when he joins?
# permission: /authme.admin.accounts
displayOtherAccounts: true
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# Spawn priority; values: authme, essentials, cmi, multiverse, default
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spawnPriority: authme,essentials,cmi,multiverse,default
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# Maximum Login authorized by IP
maxLoginPerIp: 0
# Maximum Join authorized by IP
maxJoinPerIp: 0
# AuthMe will NEVER teleport players if set to true!
noTeleport: false
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# Regex syntax for allowed chars in passwords. The default [!-~] allows all visible ASCII
# characters, which is what we recommend. See also http://asciitable.com
# You can test your regex with https://regex101.com
allowedPasswordCharacters: '[!-~]*'
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GameMode:
# Force survival gamemode when player joins?
ForceSurvivalMode: false
unrestrictions:
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# Below you can list all account names that AuthMe will ignore
# for registration or login. Configure it at your own risk!!
# This option adds compatibility with BuildCraft and some other mods.
# It is case-insensitive! Example:
# UnrestrictedName:
# - 'npcPlayer'
# - 'npcPlayer2'
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UnrestrictedName: []
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# Below you can list all inventories names that AuthMe will ignore
# for registration or login. Configure it at your own risk!!
# This option adds compatibility with some mods.
# It is case-insensitive! Example:
# UnrestrictedInventories:
# - 'myCustomInventory1'
# - 'myCustomInventory2'
UnrestrictedInventories: []
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security:
# Minimum length of password
minPasswordLength: 5
# Maximum length of password
passwordMaxLength: 30
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# Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512,
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# MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, XAUTH, JOOMLA, WBB3, WBB4, MD5VB,
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# PBKDF2DJANGO, WORDPRESS, ROYALAUTH, ARGON2, CUSTOM (for developers only). See full list at
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# https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
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# If you use ARGON2, check that you have the argon2 c library on your system
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passwordHash: SHA256
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# If a password check fails, AuthMe will also try to check with the following hash methods.
# Use this setting when you change from one hash method to another.
# AuthMe will update the password to the new hash. Example:
# legacyHashes:
# - 'SHA1'
legacyHashes: []
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# Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
doubleMD5SaltLength: 8
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# Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
pbkdf2Rounds: 10000
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# Prevent unsafe passwords from being used; put them in lowercase!
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# You should always set 'help' as unsafePassword due to possible conflicts.
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# unsafePasswords:
# - '123456'
# - 'password'
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# - 'help'
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unsafePasswords:
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- '123456'
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- password
- qwerty
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- '12345'
- '54321'
- '123456789'
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- help
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registration:
# Enable registration on the server?
enabled: true
# Send every X seconds a message to a player to
# remind him that he has to login/register
messageInterval: 5
# Only registered and logged in players can play.
# See restrictions for exceptions
force: true
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# Type of registration: PASSWORD or EMAIL
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# PASSWORD = account is registered with a password supplied by the user;
# EMAIL = password is generated and sent to the email provided by the user.
# More info at https://github.com/AuthMe/AuthMeReloaded/wiki/Registration
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type: PASSWORD
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# Second argument the /register command should take: NONE = no 2nd argument
# CONFIRMATION = must repeat first argument (pass or email)
# EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
# EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address
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secondArg: CONFIRMATION
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# Do we force kick a player after a successful registration?
# Do not use with login feature below
forceKickAfterRegister: false
# Does AuthMe need to enforce a /login after a successful registration?
forceLoginAfterRegister: false
# Enable to display the welcome message (welcome.txt) after a login
# You can use colors in this welcome.txt + some replaced strings:
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# {PLAYER}: player name, {ONLINE}: display number of online players,
# {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
# {WORLD}: player current world, {SERVER}: server name
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# {VERSION}: get current bukkit version, {COUNTRY}: player country
useWelcomeMessage: true
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# Broadcast the welcome message to the server or only to the player?
# set true for server or false for player
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broadcastWelcomeMessage: false
# Should we delay the join message and display it once the player has logged in?
delayJoinMessage: false
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# The custom join message that will be sent after a successful login,
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# keep empty to use the original one.
# Available variables:
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# {PLAYERNAME}: the player name (no colors)
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# {DISPLAYNAME}: the player display name (with colors)
# {DISPLAYNAMENOCOLOR}: the player display name (without colors)
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customJoinMessage: ''
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# Should we remove the leave messages of unlogged users?
removeUnloggedLeaveMessage: false
# Should we remove join messages altogether?
removeJoinMessage: false
# Should we remove leave messages altogether?
removeLeaveMessage: false
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# Do we need to add potion effect Blinding before login/register?
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applyBlindEffect: false
# Do we need to prevent people to login with another case?
# If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
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preventOtherCase: true
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GroupOptions:
# Enables switching a player to defined permission groups before they log in.
# See below for a detailed explanation.
enablePermissionCheck: false
# This is a very important option: if a registered player joins the server
# AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
# You can set up your permission plugin with this special group to have no permissions,
# or only permission to chat (or permission to send private messages etc.).
# The better way is to set up this group with few permissions, so if a player
# tries to exploit an account they can do only what you've defined for the group.
# After login, the player will be moved to his correct permissions group!
# Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
# Otherwise your group will be wiped and the player will join in the default group []!
# Example: registeredPlayerGroup: 'NotLogged'
registeredPlayerGroup: ''
# Similar to above, unregistered players can be set to the following
# permissions group
unregisteredPlayerGroup: ''
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Email:
# Email SMTP server host
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mailSMTP: smtp.gmail.com
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# Email SMTP server port
mailPort: 465
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# Only affects port 25: enable TLS/STARTTLS?
useTls: true
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# Email account which sends the mails
mailAccount: ''
# Email account password
mailPassword: ''
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# Email address, fill when mailAccount is not the email address of the account
mailAddress: ''
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# Custom sender name, replacing the mailAccount name in the email
mailSenderName: ''
# Recovery password length
RecoveryPasswordLength: 8
# Mail Subject
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mailSubject: Your new AuthMe password
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# Like maxRegPerIP but with email
maxRegPerEmail: 1
# Recall players to add an email?
recallPlayers: false
# Delay in minute for the recall scheduler
delayRecall: 5
# Blacklist these domains for emails
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emailBlacklisted:
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- 10minutemail.com
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# Whitelist ONLY these domains for emails
emailWhitelisted: []
# Send the new password drawn in an image?
generateImage: false
# The OAuth2 token
emailOauth2Token: ''
Hooks:
# Do we need to hook with multiverse for spawn checking?
multiverse: true
# Do we need to hook with BungeeCord?
bungeecord: false
# Send player to this BungeeCord server after register/login
sendPlayerTo: ''
# Do we need to disable Essentials SocialSpy on join?
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disableSocialSpy: false
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# Do we need to force /motd Essentials command on join?
useEssentialsMotd: false
Protection:
# Enable some servers protection (country based login, antibot)
enableProtection: false
# Apply the protection also to registered usernames
enableProtectionRegistered: true
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geoIpDatabase:
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# Enable GeoIp database
enabled: true
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# The MaxMind clientId used to download the GeoIp database,
# get one at https://www.maxmind.com/en/accounts/current/license-key
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# The EssentialsX project has a very useful tutorial on how to generate
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# the license key: https://github.com/EssentialsX/Wiki/blob/master/GeoIP.md
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clientId: ''
# The MaxMind licenseKey used to download the GeoIp database.
licenseKey: ''
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# Countries allowed to join the server and register. For country codes, see
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# https://dev.maxmind.com/geoip/legacy/codes/iso3166/
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# Use "LOCALHOST" for local addresses.
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# PLEASE USE QUOTES!
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countries:
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- US
- GB
- LOCALHOST
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# Countries not allowed to join the server and register
# PLEASE USE QUOTES!
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countriesBlacklist:
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- A1
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# Do we need to enable automatic antibot system?
enableAntiBot: true
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# The interval in seconds
antiBotInterval: 5
# Max number of players allowed to login in the interval
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# before the AntiBot system is enabled automatically
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antiBotSensibility: 10
# Duration in minutes of the antibot automatic system
antiBotDuration: 10
# Delay in seconds before the antibot activation
antiBotDelay: 60
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quickCommands:
# Kicks the player that issued a command before the defined time after the join process
denyCommandsBeforeMilliseconds: 1000
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Purge:
# If enabled, AuthMe automatically purges old, unused accounts
useAutoPurge: false
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# Number of days after which an account should be purged
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daysBeforeRemovePlayer: 60
# Do we need to remove the player.dat file during purge process?
removePlayerDat: false
# Do we need to remove the Essentials/userdata/player.yml file during purge process?
removeEssentialsFile: false
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# World in which the players.dat are stored
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defaultWorld: world
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# Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge?
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removeLimitedCreativesInventories: false
# Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
removeAntiXRayFile: false
# Do we need to remove permissions?
removePermissions: false
Security:
SQLProblem:
# Stop the server if we can't contact the sql database
# Take care with this, if you set this to false,
# AuthMe will automatically disable and the server won't be protected!
stopServer: true
console:
# Copy AuthMe log output in a separate file as well?
logConsole: true
captcha:
# Enable captcha when a player uses wrong password too many times
useCaptcha: false
# Max allowed tries before a captcha is required
maxLoginTry: 5
# Captcha length
captchaLength: 5
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# Minutes after which login attempts count is reset for a player
captchaCountReset: 60
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# Require captcha before a player may register?
requireForRegistration: false
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tempban:
# Tempban a user's IP address if they enter the wrong password too many times
enableTempban: false
# How many times a user can attempt to login before their IP being tempbanned
maxLoginTries: 10
# The length of time a IP address will be tempbanned in minutes
# Default: 480 minutes, or 8 hours
tempbanLength: 480
# How many minutes before resetting the count for failed logins by IP and username
# Default: 480 minutes (8 hours)
minutesBeforeCounterReset: 480
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# The command to execute instead of using the internal ban system, empty if disabled.
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# Available placeholders: %player%, %ip%
customCommand: ''
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recoveryCode:
# Number of characters a recovery code should have (0 to disable)
length: 8
# How many hours is a recovery code valid for?
validForHours: 4
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# Max number of tries to enter recovery code
maxTries: 3
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# How long a player has after password recovery to change their password
# without logging in. This is in minutes.
# Default: 2 minutes
passwordChangeTimeout: 2
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emailRecovery:
# Seconds a user has to wait for before a password recovery mail may be sent again
# This prevents an attacker from abusing AuthMe's email feature.
cooldown: 60
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privacy:
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# The mail shown using /email show will be partially hidden
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# E.g. (if enabled)
# original email: my.email@example.com
# hidden email: my.***@***mple.com
enableEmailMasking: false
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# Minutes after which a verification code will expire
verificationCodeExpiration: 10
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# Before a user logs in, various properties are temporarily removed from the player,
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# such as OP status, ability to fly, and walk/fly speed.
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# Once the user is logged in, we add back the properties we previously saved.
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# In this section, you may define how these properties should be handled.
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# Read more at https://github.com/AuthMe/AuthMeReloaded/wiki/Limbo-players
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limbo:
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persistence:
# Besides storing the data in memory, you can define if/how the data should be persisted
# on disk. This is useful in case of a server crash, so next time the server starts we can
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# properly restore things like OP status, ability to fly, and walk/fly speed.
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# DISABLED: no disk storage,
# INDIVIDUAL_FILES: each player data in its own file,
# DISTRIBUTED_FILES: distributes players into different files based on their UUID, see below
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type: INDIVIDUAL_FILES
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# This setting only affects DISTRIBUTED_FILES persistence. The distributed file
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# persistence attempts to reduce the number of files by distributing players into various
# buckets based on their UUID. This setting defines into how many files the players should
# be distributed. Possible values: ONE, FOUR, EIGHT, SIXTEEN, THIRTY_TWO, SIXTY_FOUR,
# ONE_TWENTY for 128, TWO_FIFTY for 256.
# For example, if you expect 100 non-logged in players, setting to SIXTEEN will average
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# 6.25 players per file (100 / 16).
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# Note: if you change this setting all data will be migrated. If you have a lot of data,
# change this setting only on server restart, not with /authme reload.
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distributionSize: SIXTEEN
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# Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE, NOTHING.
# RESTORE sets back the old property from the player. NOTHING will prevent AuthMe
# from modifying the 'allow flight' property on the player.
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restoreAllowFlight: RESTORE
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# Restore fly speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
# RESTORE: restore the speed the player had;
# DEFAULT: always set to default speed;
# MAX_RESTORE: take the maximum of the player's current speed and the previous one
# RESTORE_NO_ZERO: Like 'restore' but sets speed to default if the player's speed was 0
restoreFlySpeed: RESTORE_NO_ZERO
# Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
# See above for a description of the values.
restoreWalkSpeed: RESTORE_NO_ZERO
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BackupSystem:
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# General configuration for backups: if false, no backups are possible
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ActivateBackup: false
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# Create backup at every start of server
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OnServerStart: false
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# Create backup at every stop of server
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OnServerStop: true
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# Windows only: MySQL installation path
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MysqlWindowsPath: C:\Program Files\MySQL\MySQL Server 5.1\
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# Converter settings: see https://github.com/AuthMe/AuthMeReloaded/wiki/Converters
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Converter:
Rakamak:
# Rakamak file name
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fileName: users.rak
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# Rakamak use IP?
useIP: false
# Rakamak IP file name
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ipFileName: UsersIp.rak
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CrazyLogin:
# CrazyLogin database file name
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fileName: accounts.db
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loginSecurity:
# LoginSecurity: convert from SQLite; if false we use MySQL
useSqlite: true
mySql:
# LoginSecurity MySQL: database host
host: ''
# LoginSecurity MySQL: database name
database: ''
# LoginSecurity MySQL: database user
user: ''
# LoginSecurity MySQL: password for database user
password: ''
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```
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To change settings on a running server, save your changes to config.yml and use
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`/authme reload` .
---
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This page was automatically generated on the [AuthMe/AuthMeReloaded repository ](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/ ) on Thu Jul 28 18:11:22 CEST 2022