mirror of
https://github.com/AuthMe/AuthMeReloaded.git
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d6711d83b3
* Fixed typos and grammer in documentation
580 lines
26 KiB
Markdown
580 lines
26 KiB
Markdown
<!-- AUTO-GENERATED FILE! Do not edit this directly -->
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<!-- File auto-generated on Thu Oct 17 08:29:25 CEST 2019. 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,
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with which you can configure various settings. The following is the initial contents of
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the generated config.yml file.
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```yml
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DataSource:
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# What type of database do you want to use?
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# Valid values: SQLITE, MYSQL, POSTGRESQL
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backend: SQLITE
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# Enable the database caching system, should be disabled on bungeecord environments
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# or when a website integration is being used.
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caching: true
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# Database host address
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mySQLHost: 127.0.0.1
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# Database port
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mySQLPort: '3306'
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# Connect to MySQL database over SSL
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mySQLUseSSL: true
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# Verification of server's certificate.
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# We would not recommend to set this option to false.
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# Set this option to false at your own risk if and only if you know what you're doing
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mySQLCheckServerCertificate: 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'
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# 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
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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)
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mySQLPlayerUUID: ''
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# Overrides the size of the DB Connection Pool, default = 10
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poolSize: 10
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# The maximum lifetime of a connection in the pool, default = 1800 seconds
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# You should set this at least 30 seconds less than mysql server wait_timeout
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maxLifetime: 1800
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ExternalBoardOptions:
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# Column for storing players groups
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mySQLColumnGroup: ''
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# -1 means disabled. If you want that only activated players
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# can log into your server, you can set here the group number
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# of unactivated users, needed for some forum/CMS support
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nonActivedUserGroup: -1
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# Other MySQL columns where we need to put the username (case-sensitive)
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mySQLOtherUsernameColumns: []
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# How much log2 rounds needed in BCrypt (do not change if you do not know what it does)
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bCryptLog2Round: 10
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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
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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
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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
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XFActivatedGroupId: 2
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# Wordpress prefix defined during WordPress installation
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wordpressTablePrefix: wp_
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settings:
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sessions:
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# Do you want to enable the session feature?
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# If enabled, when a player authenticates successfully,
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# his IP and his nickname is saved.
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# The next time the player joins the server, if his IP
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# is the same as last time and the timeout hasn't
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# expired, he will not need to authenticate.
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enabled: false
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# 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:
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# 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.
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forceVaultHook: false
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# Log level: INFO, FINE, DEBUG. Use INFO for general messages,
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# FINE for some additional detailed ones (like password failed),
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# 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
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# typical communication with the database to happen synchronously, set this to false
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useAsyncTasks: true
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# The name of the server, used in some placeholders.
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serverName: Your Minecraft Server
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restrictions:
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# Can not authenticated players chat?
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# Keep in mind that this feature also blocks all commands not
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# listed in the list below.
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allowChat: false
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# Hide the chat log from players who are not authenticated?
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hideChat: false
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# Allowed commands for unauthenticated players
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allowCommands:
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- /login
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- /register
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- /l
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- /reg
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- /email
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- /captcha
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- /2fa
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- /totp
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# Max number of allowed registrations per IP
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# The value 0 means an unlimited number of registrations!
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maxRegPerIp: 1
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# Minimum allowed username length
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minNicknameLength: 3
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# Maximum allowed username length
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maxNicknameLength: 16
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# When this setting is enabled, online players can't be kicked out
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# due to "Logged in from another Location"
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# This setting will prevent potential security exploits.
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ForceSingleSession: true
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ForceSpawnLocOnJoin:
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# If enabled, every player that spawn in one of the world listed in
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# "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
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# authentication. The quit location of the player will be overwritten.
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# This is different from "teleportUnAuthedToSpawn" that teleport player
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# to the spawnpoint on join.
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enabled: false
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# WorldNames where we need to force the spawn location
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# Case-sensitive!
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worlds:
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- world
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- world_nether
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- world_the_end
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# This option will save the quit location of the players.
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SaveQuitLocation: false
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# To activate the restricted user feature you need
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# to enable this option and configure the AllowedRestrictedUser field.
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AllowRestrictedUser: false
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# 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:
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# AllowedRestrictedUser:
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# - 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?
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banUnsafedIP: false
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# Should unregistered players be kicked immediately?
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kickNonRegistered: false
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# 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?
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# After the authentication they will be teleported back to
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# their normal position.
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teleportUnAuthedToSpawn: false
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# Can unregistered players walk around?
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allowMovement: false
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# After how many seconds should players who fail to login or register
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# be kicked? Set to 0 to disable.
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timeout: 30
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# Regex pattern of allowed characters in the player name.
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allowedNicknameCharacters: '[a-zA-Z0-9_]*'
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# How far can unregistered players walk?
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# Set to 0 for unlimited radius
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allowedMovementRadius: 100
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# Should we protect the player inventory before logging in? Requires ProtocolLib.
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ProtectInventoryBeforeLogIn: true
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# 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?
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# permission: /authme.admin.accounts
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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
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maxLoginPerIp: 0
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# Maximum Join authorized by IP
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maxJoinPerIp: 0
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# AuthMe will NEVER teleport players if set to true!
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noTeleport: false
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# Regex syntax for allowed chars in passwords. The default [!-~] allows all visible ASCII
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# characters, which is what we recommend. See also http://asciitable.com
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# You can test your regex with https://regex101.com
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allowedPasswordCharacters: '[!-~]*'
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GameMode:
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# Force survival gamemode when player joins?
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ForceSurvivalMode: false
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unrestrictions:
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# Below you can list all account names that AuthMe will ignore
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# for registration or login. Configure it at your own risk!!
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# This option adds compatibility with BuildCraft and some other mods.
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# It is case-insensitive! Example:
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# UnrestrictedName:
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# - 'npcPlayer'
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# - 'npcPlayer2'
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UnrestrictedName: []
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# Below you can list all inventories names that AuthMe will ignore
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# for registration or login. Configure it at your own risk!!
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# This option adds compatibility with some mods.
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# It is case-insensitive! Example:
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# UnrestrictedInventories:
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# - 'myCustomInventory1'
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# - 'myCustomInventory2'
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UnrestrictedInventories: []
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security:
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# Minimum length of password
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minPasswordLength: 5
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# Maximum length of password
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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.
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# Use this setting when you change from one hash method to another.
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# AuthMe will update the password to the new hash. Example:
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# legacyHashes:
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# - 'SHA1'
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legacyHashes: []
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# Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
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doubleMD5SaltLength: 8
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# Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
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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:
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# - '123456'
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# - 'password'
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# - 'help'
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unsafePasswords:
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- '123456'
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- password
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- qwerty
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- '12345'
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- '54321'
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- '123456789'
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- help
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registration:
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# Enable registration on the server?
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enabled: true
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# Send every X seconds a message to a player to
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# remind him that he has to login/register
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messageInterval: 5
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# Only registered and logged in players can play.
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# See restrictions for exceptions
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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;
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# EMAIL = password is generated and sent to the email provided by the user.
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# 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
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# CONFIRMATION = must repeat first argument (pass or email)
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# EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
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# 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?
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# Do not use with login feature below
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forceKickAfterRegister: false
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# Does AuthMe need to enforce a /login after a successful registration?
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forceLoginAfterRegister: false
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# Enable to display the welcome message (welcome.txt) after a login
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# You can use colors in this welcome.txt + some replaced strings:
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# {PLAYER}: player name, {ONLINE}: display number of online players,
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# {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
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# {WORLD}: player current world, {SERVER}: server name
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# {VERSION}: get current bukkit version, {COUNTRY}: player country
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useWelcomeMessage: true
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# Broadcast the welcome message to the server or only to the player?
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# set true for server or false for player
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broadcastWelcomeMessage: false
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# Should we delay the join message and display it once the player has logged in?
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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.
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# Available variables:
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# {PLAYERNAME}: the player name (no colors)
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# {DISPLAYNAME}: the player display name (with colors)
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# {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?
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removeUnloggedLeaveMessage: false
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# Should we remove join messages altogether?
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removeJoinMessage: false
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# Should we remove leave messages altogether?
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removeLeaveMessage: false
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# Do we need to add potion effect Blinding before login/register?
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applyBlindEffect: false
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# Do we need to prevent people to login with another case?
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# If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
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preventOtherCase: true
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GroupOptions:
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# Enables switching a player to defined permission groups before they log in.
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# See below for a detailed explanation.
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enablePermissionCheck: false
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# This is a very important option: if a registered player joins the server
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# AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
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# You can set up your permission plugin with this special group to have no permissions,
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# or only permission to chat (or permission to send private messages etc.).
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# The better way is to set up this group with few permissions, so if a player
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# tries to exploit an account they can do only what you've defined for the group.
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# After login, the player will be moved to his correct permissions group!
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# Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
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# Otherwise your group will be wiped and the player will join in the default group []!
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# Example: registeredPlayerGroup: 'NotLogged'
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registeredPlayerGroup: ''
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# Similar to above, unregistered players can be set to the following
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# permissions group
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unregisteredPlayerGroup: ''
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Email:
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# Email SMTP server host
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mailSMTP: smtp.gmail.com
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# Email SMTP server port
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mailPort: 465
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# Only affects port 25: enable TLS/STARTTLS?
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useTls: true
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# Email account which sends the mails
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mailAccount: ''
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# Email account password
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mailPassword: ''
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# Email address, fill when mailAccount is not the email address of the account
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mailAddress: ''
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# Custom sender name, replacing the mailAccount name in the email
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mailSenderName: ''
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# Recovery password length
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RecoveryPasswordLength: 8
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# Mail Subject
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mailSubject: Your new AuthMe password
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# Like maxRegPerIP but with email
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maxRegPerEmail: 1
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# Recall players to add an email?
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recallPlayers: false
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# Delay in minute for the recall scheduler
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delayRecall: 5
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# 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
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emailWhitelisted: []
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# Send the new password drawn in an image?
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generateImage: false
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# The OAuth2 token
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emailOauth2Token: ''
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Hooks:
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# Do we need to hook with multiverse for spawn checking?
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multiverse: true
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# Do we need to hook with BungeeCord?
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bungeecord: false
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# Send player to this BungeeCord server after register/login
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sendPlayerTo: ''
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# 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?
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useEssentialsMotd: false
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Protection:
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# Enable some servers protection (country based login, antibot)
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enableProtection: false
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# Apply the protection also to registered usernames
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enableProtectionRegistered: true
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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
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- GB
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- LOCALHOST
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# Countries not allowed to join the server and register
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# 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?
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enableAntiBot: true
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# The interval in seconds
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antiBotInterval: 5
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# 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
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# Duration in minutes of the antibot automatic system
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antiBotDuration: 10
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# Delay in seconds before the antibot activation
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antiBotDelay: 60
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quickCommands:
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# Kicks the player that issued a command before the defined time after the join process
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denyCommandsBeforeMilliseconds: 1000
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Purge:
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# If enabled, AuthMe automatically purges old, unused accounts
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useAutoPurge: false
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# Number of days after which an account should be purged
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daysBeforeRemovePlayer: 60
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# Do we need to remove the player.dat file during purge process?
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removePlayerDat: false
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# Do we need to remove the Essentials/userdata/player.yml file during purge process?
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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
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# Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
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removeAntiXRayFile: false
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# Do we need to remove permissions?
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removePermissions: false
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Security:
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SQLProblem:
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# Stop the server if we can't contact the sql database
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# Take care with this, if you set this to false,
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# AuthMe will automatically disable and the server won't be protected!
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stopServer: true
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console:
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# Copy AuthMe log output in a separate file as well?
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logConsole: true
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captcha:
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# Enable captcha when a player uses wrong password too many times
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useCaptcha: false
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# Max allowed tries before a captcha is required
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maxLoginTry: 5
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# Captcha length
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captchaLength: 5
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# Minutes after which login attempts count is reset for a player
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captchaCountReset: 60
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# Require captcha before a player may register?
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requireForRegistration: false
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tempban:
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# 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:
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|
# 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, 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, 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
|
|
# 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
|
|
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 Thu Oct 17 08:29:25 CEST 2019
|