## AuthMe Configuration 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. This following is the initial contents of the generated config.yml file. ```yml DataSource: # What type of database do you want to use? # Valid values: SQLITE, MYSQL backend: 'SQLITE' # Enable database caching, should improve database performance caching: true # Database host address mySQLHost: '127.0.0.1' # Database port mySQLPort: '3306' # Connect to MySQL database over SSL mySQLUseSSL: true # Username to connect to the MySQL database mySQLUsername: 'authme' # Password to connect to the MySQL database mySQLPassword: '12345' # Database Name, use with converters or as SQLITE database name mySQLDatabase: 'authme' # Table of the database mySQLTablename: 'authme' # Column of IDs to sort data mySQLColumnId: 'id' # Column for storing or checking players nickname mySQLColumnName: 'username' # Column for storing or checking players RealName mySQLRealName: 'realname' # Column for storing players passwords mySQLColumnPassword: 'password' # Column for storing players emails mySQLColumnEmail: 'email' # Column for storing if a player is logged in or not mySQLColumnLogged: 'isLogged' # Column for storing players ips mySQLColumnIp: 'ip' # Column for storing players lastlogins mySQLColumnLastLogin: 'lastlogin' # Column for storing player LastLocation - X mySQLlastlocX: 'x' # Column for storing player LastLocation - Y mySQLlastlocY: 'y' # Column for storing player LastLocation - Z mySQLlastlocZ: 'z' # Column for storing player LastLocation - World Name mySQLlastlocWorld: 'world' # Column for storing player LastLocation - Yaw mySQLlastlocYaw: 'yaw' # Column for storing player LastLocation - Pitch mySQLlastlocPitch: 'pitch' # Overrides the size of the DB Connection Pool, -1 = Auto poolSize: -1 ExternalBoardOptions: # Column for storing players passwords salts mySQLColumnSalt: '' # 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) bCryptLog2Round: 10 # phpBB table prefix defined during the phpBB installation process phpbbTablePrefix: 'phpbb_' # phpBB activated group ID; 2 is the default registered group defined by phpBB phpbbActivatedGroupId: 2 # IP Board table prefix defined during the IP Board installation process IPBTablePrefix: 'ipb_' # IP Board default group ID; 3 is the default registered group defined by IP Board IPBActivatedGroupId: 3 # XenForo default group ID; 2 is the default registered group defined by Xenforo XFActivatedGroupId: 2 # Wordpress prefix defined during WordPress installation wordpressTablePrefix: 'wp_' 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? # A player's session ends after the timeout or if his IP has changed timeout: 10 # Message language, available languages: # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/translations.md messagesLanguage: 'en' # Log level: INFO, FINE, DEBUG. Use INFO for general messages, # FINE for some additional detailed ones (like password failed), # and DEBUG for debugging logLevel: 'FINE' # 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 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 allowCommands: - '/login' - '/register' - '/l' - '/reg' - '/email' - '/captcha' # Max number of allowed registrations per IP # The value 0 means an unlimited number of registrations! maxRegPerIp: 1 # Minimum allowed username length minNicknameLength: 3 # 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: # 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. # 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! worlds: - 'world' - 'world_nether' - 'world_the_end' # 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 # if they don't match the defined IP address. Names are case-insensitive. # Example: # AllowedRestrictedUser: # - playername;127.0.0.1 AllowedRestrictedUser: [] # Ban unknown IPs trying to log in with a restricted username? banUnsafedIP: false # Should unregistered players be kicked immediately? kickNonRegistered: false # Should players be kicked on wrong password? kickOnWrongPassword: true # 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 # Regex pattern of allowed characters in the player name. 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. DenyTabCompleteBeforeLogin: false # Should we display all other accounts from a player when he joins? # permission: /authme.admin.accounts displayOtherAccounts: true # Spawn priority; values: authme, essentials, multiverse, default spawnPriority: 'authme,essentials,multiverse,default' # 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 # Regex syntax for allowed chars in passwords allowedPasswordCharacters: '[\x21-\x7E]*' # Threshold of the other accounts command, a value less than 2 means disabled. otherAccountsCmdThreshold: 0 # Command to run when a user has more accounts than the configured threshold. # Available variables: %playername%, %playerip% otherAccountsCmd: 'say The player %playername% with ip %playerip% has multiple accounts!' GameMode: # Force survival gamemode when player joins? ForceSurvivalMode: false unrestrictions: # 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' UnrestrictedName: [] security: # Minimum length of password minPasswordLength: 5 # Maximum length of password passwordMaxLength: 30 # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512, WHIRLPOOL, # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, XAUTH, JOOMLA, WBB3, WBB4, MD5VB, # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, CUSTOM (for developers only). See full list at # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md passwordHash: 'SHA256' # 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: [] # Salt length for the SALTED2MD5 MD5(MD5(password)+salt) doubleMD5SaltLength: 8 # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000 pbkdf2Rounds: 10000 # Prevent unsafe passwords from being used; put them in lowercase! # You should always set 'help' as unsafePassword due to possible conflicts. # unsafePasswords: # - '123456' # - 'password' # - 'help' unsafePasswords: - '123456' - 'password' - 'qwerty' - '12345' - '54321' - '123456789' - 'help' 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 # Type of registration: PASSWORD or EMAIL # 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 type: 'PASSWORD' # 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 secondArg: 'CONFIRMATION' # 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: # {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 # {VERSION}: get current bukkit version, {COUNTRY}: player country useWelcomeMessage: true # Broadcast the welcome message to the server or only to the player? # set true for server or false for player broadcastWelcomeMessage: false # Should we delay the join message and display it once the player has logged in? delayJoinMessage: false # The custom join message that will be sent after a successful login, # keep empty to use the original one. # Available variables: # {PLAYERNAME}: the player name (no colors) # {DISPLAYNAME}: the player name (with colors) customJoinMessage: '' # 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 # Do we need to add potion effect Blinding before login/reigster? 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 preventOtherCase: true 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: '' Email: # Email SMTP server host mailSMTP: 'smtp.gmail.com' # Email SMTP server port mailPort: 465 # Only affects port 25: enable TLS/STARTTLS? useTls: true # Email account which sends the mails mailAccount: '' # Email account password mailPassword: '' # Email address, fill when mailAccount is not the email address of the account mailAddress: '' # Custom sender name, replacing the mailAccount name in the email mailSenderName: '' # Recovery password length RecoveryPasswordLength: 8 # Mail Subject mailSubject: 'Your new AuthMe password' # 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 emailBlacklisted: - '10minutemail.com' # 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? disableSocialSpy: false # 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 # Countries allowed to join the server and register. For country codes, see # https://dev.bukkit.org/projects/authme-reloaded/pages/countries-codes # PLEASE USE QUOTES! countries: - 'US' - 'GB' # Countries not allowed to join the server and register # PLEASE USE QUOTES! countriesBlacklist: - 'A1' # Do we need to enable automatic antibot system? enableAntiBot: true # The interval in seconds antiBotInterval: 5 # Max number of players allowed to login in the interval # before the AntiBot system is enabled automatically antiBotSensibility: 10 # Duration in minutes of the antibot automatic system antiBotDuration: 10 # Delay in seconds before the antibot activation antiBotDelay: 60 Purge: # If enabled, AuthMe automatically purges old, unused accounts useAutoPurge: false # Number of days after which an account should be purged 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 # World in which the players.dat are stored defaultWorld: 'world' # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge? 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: # Remove passwords from console? removePassword: true # 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 # Minutes after which login attempts count is reset for a player captchaCountReset: 60 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 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 # Max number of tries to enter recovery code maxTries: 3 # How long a player has after password recovery to change their password # without logging in. This is in minutes. # Default: 2 minutes passwordChangeTimeout: 2 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 # Before a user logs in, various properties are temporarily removed from the player, # such as OP status, ability to fly, and walk/fly speed. # Once the user is logged in, we add back the properties we previously saved. # In this section, you may define how these properties should be handled. # Read more at https://github.com/AuthMe/AuthMeReloaded/wiki/Limbo-players limbo: 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 # properly restore things like OP status, ability to fly, and walk/fly speed. # 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 type: 'INDIVIDUAL_FILES' # This setting only affects DISTRIBUTED_FILES persistence. The distributed file # 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 # 6.25 players per file (100 / 16). # 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. distributionSize: 'SIXTEEN' # Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE. # RESTORE sets back the old property from the player. restoreAllowFlight: 'RESTORE' # 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: 'MAX_RESTORE' # Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO. # See above for a description of the values. restoreWalkSpeed: 'MAX_RESTORE' BackupSystem: # General configuration for backups: if false, no backups are possible ActivateBackup: false # Create backup at every start of server OnServerStart: false # Create backup at every stop of server OnServerStop: true # Windows only: MySQL installation path MysqlWindowsPath: 'C:\Program Files\MySQL\MySQL Server 5.1\' # Converter settings: see https://github.com/AuthMe/AuthMeReloaded/wiki/Converters Converter: Rakamak: # Rakamak file name fileName: 'users.rak' # Rakamak use IP? useIP: false # Rakamak IP file name ipFileName: 'UsersIp.rak' CrazyLogin: # CrazyLogin database file name fileName: 'accounts.db' 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: '' ``` To change settings on a running server, save your changes to config.yml and use `/authme reload`. --- This page was automatically generated on the [AuthMe/AuthMeReloaded repository](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/) on Sun May 21 12:23:19 CEST 2017