mirror of
https://github.com/AuthMe/AuthMeReloaded.git
synced 2024-12-11 11:34:13 +01:00
573 lines
26 KiB
Markdown
573 lines
26 KiB
Markdown
<!-- AUTO-GENERATED FILE! Do not edit this directly -->
|
|
<!-- File auto-generated on Mon Aug 05 18:57:10 CEST 2019. See docs/config/config.tpl.md -->
|
|
|
|
## 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, POSTGRESQL
|
|
backend: SQLITE
|
|
# Enable the database caching system, should be disabled on bungeecord environments
|
|
# or when a website integration is being used.
|
|
caching: true
|
|
# Database host address
|
|
mySQLHost: 127.0.0.1
|
|
# Database port
|
|
mySQLPort: '3306'
|
|
# Connect to MySQL database over SSL
|
|
mySQLUseSSL: true
|
|
# 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
|
|
# 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 passwords salts
|
|
mySQLColumnSalt: ''
|
|
# Column for storing players emails
|
|
mySQLColumnEmail: email
|
|
# Column for storing if a player is logged in or not
|
|
mySQLColumnLogged: isLogged
|
|
# Column for storing if a player has a valid session or not
|
|
mySQLColumnHasSession: hasSession
|
|
# Column for storing a player's TOTP key (for two-factor authentication)
|
|
mySQLtotpKey: totp
|
|
# Column for storing the player's last IP
|
|
mySQLColumnIp: ip
|
|
# Column for storing players lastlogins
|
|
mySQLColumnLastLogin: lastlogin
|
|
# Column storing the registration date
|
|
mySQLColumnRegisterDate: regdate
|
|
# Column for storing the IP address at the time of registration
|
|
mySQLColumnRegisterIp: regip
|
|
# 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, default = 10
|
|
poolSize: 10
|
|
# 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
|
|
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)
|
|
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 table prefix defined during the Xenforo installation process
|
|
XFTablePrefix: xf_
|
|
# 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
|
|
# Forces authme to hook into Vault instead of a specific permission handler system.
|
|
forceVaultHook: false
|
|
# 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
|
|
# By default we handle the AsyncPlayerPreLoginEvent which makes the plugin faster
|
|
# but it is incompatible with any permission plugin not included in our compatibility list.
|
|
# If you have issues with permission checks on player join please disable this option.
|
|
useAsyncPreLoginEvent: true
|
|
# The name of the server, used in some placeholders.
|
|
serverName: Your Minecraft Server
|
|
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
|
|
- /2fa
|
|
- /totp
|
|
# 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.
|
|
# You can use * as wildcard (127.0.0.*), or regex with a "regex:" prefix regex:127\.0\.0\..*
|
|
# Example:
|
|
# AllowedRestrictedUser:
|
|
# - playername;127.0.0.1
|
|
# - playername;regex:127\.0\.0\..*
|
|
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, cmi, multiverse, default
|
|
spawnPriority: authme,essentials,cmi,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. 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: '[!-~]*'
|
|
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: []
|
|
# 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: []
|
|
security:
|
|
# Minimum length of password
|
|
minPasswordLength: 5
|
|
# Maximum length of password
|
|
passwordMaxLength: 30
|
|
# Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512,
|
|
# MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, XAUTH, JOOMLA, WBB3, WBB4, MD5VB,
|
|
# PBKDF2DJANGO, WORDPRESS, ROYALAUTH, ARGON2, CUSTOM (for developers only). See full list at
|
|
# https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
|
|
# If you use ARGON2, check that you have the argon2 c library on your system
|
|
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 display name (with colors)
|
|
# {DISPLAYNAMENOCOLOR}: the player display name (without 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.maxmind.com/geoip/legacy/codes/iso3166/
|
|
# Use "LOCALHOST" for local addresses.
|
|
# PLEASE USE QUOTES!
|
|
countries:
|
|
- US
|
|
- GB
|
|
- LOCALHOST
|
|
# 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
|
|
quickCommands:
|
|
# Kicks the player that issued a command before the defined time after the join process
|
|
denyCommandsBeforeMilliseconds: 1000
|
|
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:
|
|
# 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
|
|
# Require captcha before a player may register?
|
|
requireForRegistration: false
|
|
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
|
|
# The command to execute instead of using the internal ban system, empty if disabled.
|
|
# Available placeholders: %player%, %ip%
|
|
customCommand: ''
|
|
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
|
|
privacy:
|
|
# The mail shown using /email show will be partially hidden
|
|
# E.g. (if enabled)
|
|
# original email: my.email@example.com
|
|
# hidden email: my.***@***mple.com
|
|
enableEmailMasking: false
|
|
# Minutes after which a verification code will expire
|
|
verificationCodeExpiration: 10
|
|
# Before a user logs in, various properties are temporarily removed from the player,
|
|
# such as OP status and the ability to fly.
|
|
# 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 and the ability to fly
|
|
# 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, NOTHING.
|
|
# RESTORE sets back the old property from the player. NOTHING will prevent AuthMe
|
|
# from modifying the 'allow flight' property on the player.
|
|
restoreAllowFlight: 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 Mon Aug 05 18:57:10 CEST 2019
|