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AuthMe Plugin for Minecraft: Installation and Setup Guide

A practical AuthMeReloaded setup guide covering compatible builds, backups, installation, config.yml, registration, sessions, databases, reloads, permissions, proxy networks and troubleshooting.
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AuthMeReloaded adds registration and login protection to Minecraft servers. Install the jar that matches your server platform and Minecraft version, restart once to generate plugins/AuthMe/config.yml, configure registration, sessions, password hashing and storage, then apply changes with /authme reload or a restart. Proxy networks require separate planning because the original plugin protects backend-server commands, not commands handled by a Velocity or BungeeCord proxy.

What AuthMeReloaded does

AuthMeReloaded is a server plugin that requires players to create an account and authenticate before they can use the protected server. It is intended for Bukkit-family servers and is distributed in builds for Bukkit, Spigot, Paper and Folia, with separate integrations for the Velocity and BungeeCord proxy platforms.

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On a single server, the normal player flow is straightforward: a new player uses /register, returns later, and uses /login. AuthMe checks the credentials before allowing the player to use the commands and gameplay actions that your configuration protects. The plugin is an authentication layer, not a replacement for operating-system security, server backups, permissions management or a properly secured database.

Use it when an otherwise-open server needs account-based login, especially when offline-mode operation or a mixed player base makes it unsafe to assume that a Minecraft account has already been authenticated by the official account service. If your network already uses a different identity system, avoid installing overlapping login plugins until you have checked how they handle movement, commands, inventory and teleportation restrictions.

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Check compatibility before downloading

The most common installation failure is using a jar built for a different server platform or Minecraft generation. Select the platform-specific build first, then check the project’s current release notes and configuration documentation for that build. The currently described build groupings are useful orientation, but they are not a substitute for checking the download you intend to run.

Server or network component Build information identified in current guides What you must verify
Bukkit-compatible server Builds are listed for Bukkit-family servers. Whether the jar explicitly supports your server implementation and Minecraft version.
Spigot Legacy A guide groups legacy versions as Minecraft 1.16–1.19. The exact minor version and whether the build is still maintained.
Spigot 1.21 A separate Spigot 1.21 grouping is described. The exact 1.21 release supported by the downloaded build.
Paper Paper 1.21 and later are grouped separately in one installation guide. Your Paper version, Java requirements and the release’s compatibility notes.
Folia Folia builds are listed among available platform targets. That the jar is specifically intended for Folia; a normal Spigot/Paper jar is not automatically equivalent.
Velocity or BungeeCord proxy Proxy-oriented builds are listed separately from backend-server builds. Whether you need authentication on the proxy, the backend servers, or both, and which integration is current.

Do not infer the latest compatible Minecraft version from an old hosting tutorial. One widely circulated guide still points to an old Jenkins build page, and its age makes it unsuitable as a download authority. Prefer the project’s current release channels and verify the build against the official documentation before placing it on a production server. The latest build and complete compatibility matrix were not established in the available material, so treat version claims on third-party pages as provisional.

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Prepare the server and make a backup

Install AuthMe while the server is offline or during a planned maintenance window. Authentication plugins can affect login state, command access and player movement; a backup gives you a recovery path if a configuration change blocks administrators or interacts badly with another plugin.

Back up the files that matter

  • Copy the complete existing plugins folder so you can restore plugin jars and data.
  • Back up the world data if another authentication, protection or teleport-related plugin can alter world state during login.
  • Back up any database used by related plugins. If AuthMe will use a remote database, record a database backup or snapshot separately from the server files.
  • Keep a copy outside the live server directory and label it with the server version and date.

Have console access and an operator account available before enabling restrictions. If a permissions mistake prevents an in-game administrator from logging in, the console is the reliable recovery route.

Install AuthMeReloaded on a single server

  1. Stop the server. Do not replace plugin jars while the server is writing configuration or player data.
  2. Download the matching jar. Choose the build for Bukkit, Spigot, Paper or Folia as appropriate, and confirm the Minecraft version in the release information.
  3. Copy the jar into the server’s plugins directory. Do not unzip it or place it in a world folder.
  4. Start the server once. AuthMe’s first run creates its data directory and configuration under plugins/AuthMe. Watch the console for a successful enable message and for dependency or compatibility errors.
  5. Stop the server before making extensive edits. Editing a file while the plugin is writing it can produce partial or overwritten settings.
  6. Open the generated configuration. Official documentation summaries identify the working file as config.yml in plugins/AuthMe. Some brief guides call it authme.yml; because the names conflict, use the file that your installation actually generated and do not create a second file based on a tutorial’s wording.
  7. Configure authentication before inviting players. Set the registration mode, session duration, password-hashing strength and database backend, then validate the syntax and save a backup of the edited file.
  8. Start the server and test with a non-administrator account. Confirm that a first-time player can register, disconnect, reconnect and log in, while an unauthenticated player cannot use commands that should be restricted.

A restart after the first installation is important: it lets the plugin create its directory and makes startup errors visible in the console. Do not assume that a jar silently installed itself if no plugins/AuthMe directory appears; recheck the platform build, file permissions and the server log.

Configure the important settings before opening the server

Configuration key names and defaults can vary by build. The official configuration documentation is described as covering Spigot Legacy, Spigot 1.21 and Paper 1.21 builds, but the exact keys were not verified here. Read the comments in the generated file and match them to the documentation for your downloaded release instead of copying keys from an unrelated version.

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Registration mode

Choose whether players must register themselves, whether registration is controlled by an administrator, and whether the server should accept only the commands needed for registration and login. A public server normally needs a clear self-registration path; a private server may prefer administrator-created accounts or a restricted registration window. Test the chosen mode with a fresh account before advertising the server.

Session length

Session settings determine how long a player remains authenticated after logging in or reconnecting. A longer session is convenient but leaves a longer authenticated window on a shared computer. A shorter session reduces that window but increases login prompts. Set the duration deliberately and explain it to players so a reconnect that asks for a password is not mistaken for data loss.

Password hashing strength

Use the strongest hashing option supported by your release without copying a setting whose name belongs to another version. Hashing strength affects login cost and the protection of stored password representations; it does not make weak, reused player passwords safe. Tell players to use a unique password and never request their password in chat or support tickets.

Database backend

AuthMe installations commonly begin with local storage, while larger networks may use a remote database. A hosting guide specifically describes selecting a MYSQL backend and filling in the remote host, port, username and password. Other guides mention SQLite and PostgreSQL, but their exact support and configuration keys were not verified against the official documentation for every build.

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Storage choice Best fit Operational considerations
Local SQLite-style storage A single server where the database stays on the same machine. Simple to deploy and back up with the server; do not copy a live database while it is being written.
MySQL-compatible remote storage A network that needs a central database or separates game servers from storage. Set the backend, host, port, username and password exactly as documented; create a restricted database account and verify connectivity before going live.
PostgreSQL Only where the selected AuthMe build explicitly documents and supports it. Do not assume that a guide mentioning PostgreSQL applies to your jar; confirm the driver, keys and migration behavior first.

For a remote database, use a dedicated account with only the permissions AuthMe needs. Restrict network access to the game server or proxy hosts, keep credentials out of public configuration backups, and test what happens when the database is temporarily unavailable. A login plugin that cannot read its account store may leave players unable to authenticate, so database monitoring and a tested restore are part of the setup.

Email recovery and account recovery

Some guides describe email recovery settings. Enable recovery only after you understand which mail service, sender identity and verification flow your build supports. If recovery is not configured and tested, do not promise players that a forgotten password can be reset automatically. Keep administrative recovery procedures private and document who is allowed to use them.

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Command restrictions

Configure which commands an unauthenticated player may run. At minimum, registration and login must remain available; commands that reveal information, move a player, alter the world or interact with other plugins should remain blocked until authentication. Test command aliases and commands supplied by other plugins, because a restriction that covers only one label may leave an alternate label available.

Inactivity disconnect

Guides also describe an inactivity-disconnect setting. Use it to remove clients that connect and remain unauthenticated, reducing the opportunity for idle connections to occupy slots. Choose a period long enough for a legitimate player to read the login prompt and enter credentials, and test it with the slowest connection you expect to support.

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Apply changes without guessing

After saving a valid configuration, the documented live-reload command is:

/authme reload

Run it from the server console or as an administrator with the required permission. A full restart is safer after changing database settings, changing the jar or editing multiple related options. Watch the console after either method and look for YAML parsing errors, database connection failures or messages that a setting was ignored.

If reload reports an error, restore the last known-good copy, correct indentation and spelling, and reload again. YAML is whitespace-sensitive; a single tab, missing colon or duplicate key can prevent the file from loading. Never delete the only working configuration while troubleshooting.

Test the player journey

  1. Join with a new test account and confirm that the server presents the registration requirement.
  2. Run /register using the syntax shown by the plugin’s in-game help. Verify that the account is stored and that the player is treated as authenticated only after successful registration.
  3. Disconnect and reconnect. Run /login and confirm that the configured session behavior matches what you intended.
  4. Try a command that should be blocked before login, then repeat it after login. Check movement, chat, inventory and teleport behavior if those restrictions are enabled.
  5. Test a wrong password and a forgotten-password path without exposing real credentials in screenshots or logs.
  6. Repeat the test as an ordinary player rather than an operator; elevated permissions can hide restrictions that affect everyone else.

Keep the exact command syntax shown by your installed build. The commonly named player permission family is authme.player.*, while a hosting guide names authme.admin.* for administrators; those nodes are reported with low confidence and must be checked against the permission documentation for your version. Grant the narrowest nodes needed instead of assigning a wildcard automatically.

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Using AuthMe on Velocity or BungeeCord networks

A proxy network has two separate command-processing locations: the proxy and each backend server. A community guide for Paper plus Velocity reports that the original AuthMeReloaded plugin can lock commands on the backend server but cannot lock commands handled directly by the proxy. That distinction matters: installing AuthMe only on a backend does not automatically protect proxy commands or guarantee a single login state across every server.

Backend-only deployment

Install the backend-compatible AuthMe build on each server that needs local authentication, then test server switching, reconnects and command restrictions on every backend. This approach may be adequate for a simple network, but players can encounter separate authentication states unless the configuration and storage are deliberately shared.

Proxy-aware deployment

The same community guidance recommends an MTM123 AuthMeReloaded fork on the backend together with AuthMeVelocity on the proxy. This is community-sourced and may be dated, so verify that the projects still support your proxy and Minecraft versions before deploying them. Do not treat that pairing as an official guarantee or assume it is interchangeable with the original plugin.

Proxy checklist

  • Identify which component receives each command and apply restrictions at that layer.
  • Decide whether accounts are shared through one database or maintained independently.
  • Test login state while switching servers, reconnecting to the proxy and losing a backend connection.
  • Confirm that a player cannot use a proxy command, backend command or server-transfer command before authentication.
  • Keep a console access path for both the proxy and backend servers in case a shared authentication failure locks out administrators.

Troubleshooting common installation failures

The plugin does not appear in the loaded-plugin list

  • Confirm that the jar is directly inside plugins, not nested in another folder.
  • Check that you downloaded the build for the actual platform and Minecraft version.
  • Read the startup log for Java, dependency or API errors.
  • Remove duplicate AuthMe jars and restart after restoring the backup.

No configuration file was generated

Stop the server and inspect plugins/AuthMe. If the directory is absent, the plugin likely failed during enablement or the server cannot write to its plugins directory. If a file exists under a different name, use the generated file and compare it with the documentation for that release; do not create both config.yml and authme.yml hoping one will be selected.

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Changes have no effect

Check that you edited the active file, saved valid YAML and ran /authme reload or restarted. Read the console for a parse error or an unknown key. Some settings are read only at startup, so restart after database or integration changes even if a reload command succeeds.

Players cannot log in after a database change

Verify the backend name, host, port, database name, username and password against the database server. Check firewall rules, DNS and the database server’s access log. Restore the previous backend configuration if necessary, and do not delete account data while diagnosing a connection problem.

Players can use commands before authentication

Review the unauthenticated command list, aliases and permissions. Test commands supplied by other plugins and commands processed by a proxy. On a proxy network, backend restrictions alone cannot cover commands handled by the proxy.

An administrator is locked out

Use the server console, stop the server and restore the last known-good configuration if needed. Check the administrator’s permission assignment and make sure the account is not being treated as an unregistered or unauthenticated player. Keep an offline backup before attempting further edits.

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Maintenance and safe upgrades

Before upgrading AuthMe or changing the Minecraft server version, repeat the backup procedure for the plugins folder, worlds affected by related plugins and the authentication database. Record the currently working jar, configuration file and database backend. Test the new build on a copy of the server first, using a fresh test account and a copy of representative existing account data.

Read the release notes and configuration comments for migration instructions. Do not overwrite a generated configuration with an old tutorial’s sample file: that can remove new keys, retain obsolete keys or change security behavior. After an upgrade, verify registration, login, session expiry, wrong-password handling, command restrictions and database persistence before reopening the server.

Launch checklist

  • The jar matches the server platform and Minecraft version.
  • A restorable backup covers plugins, relevant world data and authentication storage.
  • The first restart generated the AuthMe data directory.
  • You edited the configuration file actually generated by the installation, normally plugins/AuthMe/config.yml.
  • Registration mode, session duration and password-hashing strength are intentional and documented for your build.
  • The selected database works, credentials are restricted, and a restore procedure exists.
  • Unauthenticated command restrictions include aliases and, where applicable, proxy commands.
  • Players can complete /register and /login with an ordinary, non-operator test account.
  • /authme reload or a restart has been used, and the console shows no configuration or database errors.
  • Proxy deployments have been tested separately at the proxy and backend layers.

Bottom line

For a single Bukkit, Spigot, Paper or Folia server, the reliable sequence is: choose the matching build, back up the server, place the jar in plugins, restart to generate the AuthMe directory, configure authentication and storage, reload or restart, and test with a normal player. Treat the generated configuration and your release documentation as authoritative because file names, keys and defaults can differ. On Velocity or BungeeCord networks, plan authentication at both proxy and backend layers; the original backend plugin alone does not protect commands handled by the proxy.

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