AuthMe Reloaded

The most famous and used /login|/register plugin!
WARNING: if you want to try the newest features please use the latest dev build! (https://ci.codemc.org/job/AuthMe/job/AuthMeReloaded/)
Prevent username stealing:
AuthMe Reloaded prevents players who aren't logged in from actions like placing blocks, moving, typing commands or seeing the inventory of the current player.
Anti-Spoof:
The possibility to set up name spoof protection kicks players with uncommon long or short player names before they could actually join.
Sessions:
Login Sessions make it possible that you don't have to login within a given time period.
Configurable:
Each command and every setting can be enabled or disabled by a easy structured config file.
Translatable:
If you don't like English or don't like our default translations you can easily edit almost every message sent by the plugin!
Features:
- E-Mail Recovery System!
- Playername spoof protection
- Countries Selection! (countries codes)
- AntiBot Features!
- Protection against "Logged in from another location" messages
- Two-factor (2FA) support!
- Login sessions
- Editable settings & messages
- MySQL and SQLITE support
- Supported hash algorithms: Available Hash Algorithms
- Supports tons of CMS! (Website integration)
- Custom MySQL tables/columns (useable for forums, other scripts)
- Database queries can be cached
- Compatible with NPC and CombatTag plugins
- Account restriction through IP and name
- Permissions group switching on un-logged-in
- Different permission group for Registered and unRegistered users
- Support for permissions onJoin with transient vault system
- Cache on file for all inventories and enchants for un-logged-in players
- Save Quit location to prevent loss of position
- Possible to use without a Permissions plugin
- Automatic backup system of all your user password data
- Default Language Style: en, de, br, cz, pl, fr, ru, hu, sk, es, zhtw, fi, zhcn, nl, and others! (feel free to send me new translations)
- Convert SQLite to an usefull authme.sql that you can import on a MySQL database!
- Import your database from Rakamak, CrazyLogin, RoyalAuth, vAuth !
Support:
Configuration
Commands
Permissions
Warning: if you're updating from AuthMe 3.4 to 5.2+ you need to change the permissions nodes.
List of all single permissions
How To
- How to use the converter
- WebSite Integration
- How to convert from Rakamak
- Convert from SQLite to MySQL: set MYSQL as backend and run the "/authme converter sqlitetosql" command.
Source: Source Code on Github
JavaDoc: AuthMe Javadoc
Dev Builds
Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk.
DevBuilds: ci.codemc.org
Maven dependency:
<repositories>
<repository>
<id>codemc-repo</id>
<url>https://repo.codemc.io/repository/maven-public/</url>
</repository>
</repositories>
<dependencies>
<dependency>
<groupId>fr.xephi</groupId>
<artifactId>authme</artifactId>
<version>5.7.0</version>
<scope>provided</scope>
</dependency>
</dependencies>
Metrics
Usage statistics: AuthMeReloaded on BStats.org
Licenses
This product includes and download automatically GeoLite data created by MaxMind, available from https://www.maxmind.com
Credits
Current AuthMe development team members: Our Team
Credits for old versions of authme go to d4rkwarriors, fabe1337 , Whoami and pomo4ka.
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Posted Aug 29, 2013@Pr07o7yp3
Xephi two days ago: new versions now implement directly mail.jar for more comp
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Posted Aug 29, 2013WTF AuthMe - 2.9 - 280 Kb AuthMe - 2.9.3 - 855 Kb
Srsly? What are these big changes?
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Posted Aug 28, 2013@HaoSs
No problem on fake emails!! I only need diferent emails for each player to joomla accept new registers!!
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Posted Aug 28, 2013Is this problem fixed on 2.9.3?, /authme register <user> <pass> is giving me problem with lots of players on 2.9.
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Posted Aug 28, 2013@Xephi59
Could you answer my questions in one single comment? Because I've made one than one and I didn't quite understand what you were saying since I'm not that good with this plugin.
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Posted Aug 28, 2013@FabioZumbi12
then what stops them from using a fake email ?
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Posted Aug 28, 2013Can you implement email registration with password?? I ill go use the same login info into my forum from my server, and need email and password... Ex.: /register <pass> <email>
Thanks.
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Posted Aug 28, 2013@Xephi59
Xephi, BungeeCord hook is enabled. in addition to that we added the bungeeip to spigot.yml "bungeeproxies" with this addition authme provide us the real player ip (serverlog when logging in) anyway authme sessions dont work properly
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Posted Aug 27, 2013@F4ith1993
it's cached directly in the plugin, have you enable the bungeecord hook ? i need to change that and i'm working on
@KingOfHunting
That could be a good idea, i'll check
@zRA1Nz
i need full logs please
@KingOfHunting
ForceSpawnInTheseWorlds option in the config
Xephi
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Posted Aug 27, 2013@zRA1Nz
give us your full errorlog when authme is NOT installed. i guess its not a authme issue
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Posted Aug 27, 2013@Xephi59
That's because it's not installed..... The issue is that I can't uninstall it, because with out it my server doesn't start properly. My server constantly looks like it's restarting instead having an online icon. Once I reinstall authme it works perfectly. AuthMe must create or modify something that the server can't run properly without it.
Without Authme Console: http://gyazo.com/afd3310a3b6dccaf4617e55df8b914b4 Without Authme Main Screen: http://gyazo.com/8e751064f689368c43b2d9e03186e3f6
If it starts up correctly it would be a green dot instead of the blue arrows.
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Posted Aug 27, 2013Hey, another thing. I wanted players to spawn in the spawn point when they are logging in and spawning back where they were after putting the password. I've tried it but they get teleported there and STAY there. And as I am using multiverse inventories their inventory in the world x (where they where) gets "teleported" in the world y(spawnpoint world, with different inventory from world x). Which one should I set to true?
Or if you can't, how can I make players be able to move like 3 block radius without having logged in?
When I have the allowMovement: false they can't move. When I have the allowMovement: true they can move how much they want.
Is there a way of moving just that 3 block radius?
And what is the difference in having this set to true of false?
Thank you.
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Posted Aug 27, 2013@Xephi59
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Posted Aug 27, 2013forget to say, that i mean logout without using /logout
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Posted Aug 27, 2013Could you please add a feature that when the player joins on water or air they start flying instead of getting bugged?
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Posted Aug 27, 2013Hey,
We got a problem with the AuthMe Sessions. We use MYSQL and Bungee and we have multiple server on one database. In the config we use the option, that the session expires, when a User login with another ip, which it wasnt before. But this didnt work. When a user logout and a other user is fast and login with this username, then he didnt have to give the password, that means, that the session doesnt expires, when another ip is detected.
To turn off the sessions ist not a good solution... so do you got an better solution for this? Please help.
Greets Faith
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Posted Aug 27, 2013@HaoSs
already added
@LudnicaKiller
Fixed with new 2.9.3 version
@ha11oga11o
if you have switch from xAuth to AuthMe please use XAUTH passwordHashing method ;)
@NemesisMate
What's the encryption method ? AuthMe API now have a register method
@zRA1Nz
Er ... here your server do not load AuthMe " i can't do something if AuthMe is not loaded x) No Error , etc x) try disable in config : noConsoleSpam , and tell me if you see something
Xephi
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Posted Aug 27, 2013I'm getting new error. What is this ?
[SEVERE] Could not pass event PlayerMoveEvent to AuthMe v2.9 org.bukkit.event.EventException at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:427) at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62) at org.bukkit.plugin.TimedRegisteredListener.callEvent(TimedRegisteredListener.java:30) at org.bukkit.plugin.SimplePluginManager.fireEvent(SimplePluginManager.java:478) at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:463) at net.minecraft.server.v1_6_R2.PlayerConnection.a(PlayerConnection.java:227) at net.minecraft.server.v1_6_R2.Packet10Flying.handle(SourceFile:136) at org.spigotmc.netty.NettyNetworkManager.b(NettyNetworkManager.java:230) at net.minecraft.server.v1_6_R2.PlayerConnection.e(PlayerConnection.java:116) at net.minecraft.server.v1_6_R2.ServerConnection.b(SourceFile:37) at org.spigotmc.netty.NettyServerConnection.b(NettyServerConnection.java:125) at net.minecraft.server.v1_6_R2.MinecraftServer.t(MinecraftServer.java:592) at net.minecraft.server.v1_6_R2.DedicatedServer.t(DedicatedServer.java:239) at net.minecraft.server.v1_6_R2.MinecraftServer.s(MinecraftServer.java:481) at net.minecraft.server.v1_6_R2.MinecraftServer.run(MinecraftServer.java:413) at net.minecraft.server.v1_6_R2.ThreadServerApplication.run(SourceFile:582) Caused by: java.lang.IllegalArgumentException: Cannot measure distance between SarmaCraft and SarmaCraft_nether at org.bukkit.Location.distanceSquared(Location.java:381) at org.bukkit.Location.distance(Location.java:364) at uk.org.whoami.authme.listener.AuthMePlayerListener.onPlayerMove(AuthMePlayerListener.java:524) at sun.reflect.GeneratedMethodAccessor73.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:425) ... 15 more
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Posted Aug 27, 2013@TheRapLand
Its Bukkit issue, but actually ChestShop does that cause Bukkit bug.
Were waiting for fix.
Cheres!
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Posted Aug 27, 2013My players log out and when they want to log in the chat tells them that their flying and cant open chat. Someone says that authme does that.