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Scan for outdated or missing drivers - takes under a minuteDriver Scan →Repair Windows errors before they cause bigger problemsFix Now →AuthMeReloaded adds registration and login protection to a Minecraft server. Install the jar that matches your server platform, restart once so the plugin creates its files, configure registration, sessions, password storage and the database, then test with a non-operator account before inviting players. A single Bukkit, Spigot or Paper server is straightforward; a Velocity or BungeeCord network needs separate consideration because the original plugin protects commands on the backend server, not on the proxy itself.
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What AuthMeReloaded does
AuthMeReloaded is a server-side authentication plugin for Minecraft. It requires players to register a password and log in before they can use the server normally. That is useful when your server runs in offline mode or otherwise needs an additional identity check beyond the Minecraft connection itself. The plugin is software installed in the server’s plugins directory, not a client mod: players normally do not install anything on their own computers.
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Authentication is only one part of a secure server. Keep the server software, Java runtime, operating system and other plugins updated; use strong operator-account protection; and limit administrative permissions. AuthMe can reduce unauthorized use of player names, but it cannot repair a compromised panel account, leaked database credentials or an unsafe proxy configuration.
Check compatibility before downloading
Choose the server-platform build
Builds are available for Bukkit-derived servers such as Bukkit, Spigot, Paper and Folia, and for the Velocity and BungeeCord proxy platforms. Download the build intended for the platform that will actually load it. A jar made for a proxy is not a substitute for the backend plugin, and a backend jar should not be placed in a proxy’s plugins directory.
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Search-result documentation groups examples into Spigot Legacy (Minecraft 1.16–1.19), Spigot 1.21 and Paper 1.21 or newer. Those groupings are not a guarantee that every current release supports those versions. Check the project’s current release notes or documentation for your exact Minecraft version, server software and Java requirement before installing.
Inventory the existing server
- Record the Minecraft version and whether the server is Bukkit, Spigot, Paper, Folia, Velocity or BungeeCord.
- Check whether another authentication, registration, permissions or proxy-login plugin is already installed. Two plugins attempting to control the same commands can produce confusing behavior.
- Confirm that you can stop and start the server and access its files or hosting-panel file manager.
- Decide whether player data should remain in a local database or be shared through a remote database service.
Back up the server before changing authentication
Authentication changes affect player access and may create or migrate data. Stop the server cleanly if possible, then make a restorable copy before installing the jar.
- Copy the entire existing
pluginsdirectory. - Back up world data when another related plugin can modify player or world state.
- Export or copy the database used by related plugins. For a remote database, make a proper database backup rather than relying only on a server-file copy.
- Record the current startup command, Java version and plugin list so you can reproduce the working state.
Keep the backup outside the live server directory and label it with the date. If the server fails to start or players cannot authenticate, stop it, restore the previous plugin files and data, and investigate with the startup log before trying another build.
Install AuthMeReloaded on a single server
- Download a matching jar. Use the current project download and verify that its platform and Minecraft compatibility match your server. Avoid relying on an old Jenkins link copied by a hosting guide; one such guide is several years old.
- Stop the server. A clean shutdown prevents partially written configuration or database files.
- Open the server’s plugins folder. This is the directory beside the server jar that already contains other Bukkit, Spigot, Paper or Folia plugins.
- Place the AuthMe jar in that folder. Do not unzip it and do not put a backend jar in a proxy’s plugin directory.
- Start or restart the server once. On the first run, the plugin creates its working directory and configuration under
plugins/AuthMe. - Read the console output. Look for a successful enable message and note any dependency, Java-version or database errors. A disabled plugin cannot protect the server, even if the jar is present.
The configuration filename is a point of confusion in online guides. Official documentation summaries refer to config.yml, while some brief guides call it authme.yml. Treat plugins/AuthMe/config.yml as the expected working file, but verify the name and path created by your installed build rather than renaming files blindly. The generated file is the safest reference for the keys supported by that release.
Configure the important settings before players join
Open the generated configuration in a text editor that preserves YAML indentation. Make a copy before editing. Exact key names and defaults vary by build, so use the comments in your generated file and the documentation for your release instead of pasting a configuration written for another version.
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Registration and login behavior
Select the registration mode appropriate for your community. The normal flow gives an unregistered player a registration command and requires a password before regular play. Decide whether registration is open to everyone, restricted by another admission system, or limited to a controlled testing period. Test the chosen behavior with a fresh account before opening the server publicly.
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Players generally use /register to create an account and /login to authenticate. Tell players the exact syntax shown by your installed build; do not publish passwords in chat or ask staff to collect them.
Session length
Configure how long a successful login session remains valid. A longer session is convenient for a private server but increases the period during which a stolen session or unattended computer could be useful. A shorter session asks players to log in more often but narrows that window. Test reconnects, server restarts and idle players because session behavior can differ between builds.
Password hashing
Set the password-hashing strength offered by your release rather than copying a value from an unrelated version. Stronger settings can increase CPU or database work during registration and login. The goal is a supported, adequately expensive hash, not the largest number available. Never store passwords in plain text, and never reuse a player’s Minecraft, email or hosting-panel password.
Database backend
AuthMe can be configured for a local SQLite database or, where supported by the release, a remote database such as MySQL or PostgreSQL. A local database is simple for one server and keeps fewer network dependencies. A remote database can be useful when several backend servers must share account records, but it adds credentials, network access and backup responsibilities.
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For a MySQL setup, hosting documentation describes selecting the MySQL backend and supplying the database host, port, username and password. Confirm the exact option names in your generated configuration. Create a database user with only the permissions AuthMe needs, restrict which hosts may connect, use encrypted transport when your database service supports it, and keep credentials out of public paste sites and chat.
| Storage choice | Best fit | Advantages | Costs and risks |
|---|---|---|---|
| SQLite | One backend server or a small test installation | No separate database service; simple initial setup | Local to one server; unsuitable for a design that requires several backends to write the same account data |
| MySQL | A managed or self-hosted remote database, especially where multiple backends need shared records | Centralized data and established backup tools | Requires host, port, credentials, firewall rules and reliable connectivity |
| PostgreSQL | An environment that already standardizes on PostgreSQL and whose AuthMe build supports it | Can fit an existing PostgreSQL operational stack | Support and option names must be confirmed for the installed build; it is not automatically available in every release |
Email recovery and account recovery
Some guides describe email-based recovery settings. Enable recovery only after you understand the mail server, address storage, reset-token lifetime and abuse controls in your build. If those details are not present in the generated configuration or current documentation, leave the feature disabled rather than guessing at SMTP values.
Command restrictions and inactivity
AuthMe configurations commonly include restrictions on what unauthenticated players may run and how inactive players are disconnected. Allow only the commands needed for registration, login and help. Review the list after adding other plugins: a harmless-looking command can expose private information or provide a way around your intended login gate. Choose an inactivity timeout that fits your server’s use, then test an idle connection and a player who reconnects after being kicked.
Apply configuration changes safely
After saving a valid configuration, run /authme reload from the console or as an authorized administrator on a running server. A full restart is safer when you changed the database backend, authentication behavior or a setting that the build does not reload dynamically. Watch the console for YAML parsing errors or database connection failures after either method.
- Stop accepting new players while you edit.
- Save a backup of the previous configuration.
- Change one related group of settings at a time.
- Run
/authme reload, or restart when the setting or documentation requires it. - Connect with a test account and verify registration, login, logout, reconnect and a rejected unauthenticated command.
- Only then announce the server as ready.
Permissions and the player workflow
Players need access to registration and login commands. A hosting guide names authme.player.* for player permissions and authme.admin.* for administrative permissions, but that information is low confidence and permission nodes can change. Check the permission list shipped with your release before adding wildcard nodes.
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Grant the smallest set of permissions needed. Avoid giving every player an administrative wildcard, and avoid granting authentication-management commands to a broad staff group. If you use a permissions plugin, test as a normal player, a moderator and an operator separately.
A basic test sequence is:
- Join with an account that has never registered.
- Confirm that only the permitted registration or login actions work.
- Run
/registerusing a strong, unique test password. - Disconnect and reconnect, then use
/login. - Try an ordinary gameplay command before logging in and confirm that your restrictions behave as intended.
- Repeat the test with the account’s normal permissions rather than operator status.
Using AuthMe on Velocity or BungeeCord networks
A proxy network has two separate execution layers: the proxy that accepts connections and the backend server that runs gameplay. A community Paper-and-Velocity configuration note says the original AuthMeReloaded can lock commands on the backend server but cannot lock commands on the proxy itself. That means a player may pass through proxy-level commands unless another component handles authentication at the proxy.
The same community guidance recommends an MTM123 arrangement: AuthMeReloaded on each relevant backend and AuthMeVelocity on the Velocity proxy. Treat that recommendation as community-sourced and potentially dated. Verify that the proxy plugin, backend plugin and their versions still interoperate before deploying them to a live network.
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- Identify which commands are handled by the proxy and which are forwarded to a backend.
- Install only a proxy-compatible jar in the proxy’s plugins directory and a backend-compatible jar on the backend servers.
- Decide whether all backends share one account database and configure that database consistently.
- Test a new connection, server switching, reconnecting after a timeout and every proxy command that should be unavailable before login.
- Review forwarding, player-identity and network-security settings separately from AuthMe. Authentication cannot compensate for a proxy that forwards forged identity data.
If the network does not need proxy-level commands, a single backend installation may be sufficient for the gameplay servers, but document the boundary so staff do not assume the proxy is protected.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Troubleshooting common installation failures
The plugin does not appear after restart
- Confirm the jar is in the active server’s
pluginsdirectory, not a similarly named backup or proxy folder. - Check that you downloaded the platform and Minecraft-version build required by your server.
- Read the startup log for an unsupported Java version, missing dependency or failed enable message.
- Remove duplicate AuthMe jars and restore the backup before trying a different build.
No configuration file was created
The first-run generation occurs when the plugin enables successfully. If plugins/AuthMe is absent, investigate the startup error first. If a folder exists but the filename differs, use the file generated by that build; do not create a second file based on a guide that calls it authme.yml.
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Restore the last known-good copy, then reapply edits carefully. YAML is sensitive to indentation and certain characters in passwords or connection strings. Change one section at a time and restart if reload continues to fail.
Database connection fails
- Check the hostname, port, database name, username and password exactly as supplied by the database administrator.
- Confirm that the database service is running and permits connections from the server’s IP address.
- Check firewall and TLS requirements.
- Verify that the selected backend is supported by your AuthMe build.
- Restore the previous backend configuration if players must regain access immediately, then migrate data only after taking a database backup.
Players can run commands before logging in
Review the unauthenticated-command restrictions and test with a non-operator account. On a proxy network, determine whether the command is executed by the proxy; the original backend plugin cannot enforce a proxy command gate. Remove unintended permissions and retest after a reload or restart.
Players are repeatedly asked to log in
Check session length, reconnect behavior, clock differences between servers and whether multiple backends are using separate databases. On a network, inconsistent database settings can make one backend unaware of a login completed on another.
Operational security after launch
- Keep current backups of the AuthMe data and test restoring them on a non-production server.
- Restrict access to the configuration and database credentials to the server administrators who need them.
- Monitor failed-login patterns without publishing player passwords or private recovery information.
- Review permissions whenever staff roles change.
- Repeat compatibility checks before upgrading Minecraft, the server platform, Java or AuthMe.
- Announce maintenance windows before changing authentication settings, because a reload or migration can temporarily prevent logins.
Installation decision guide
| Your setup | Recommended starting point | Important verification |
|---|---|---|
| One Spigot or Paper server | Install the matching backend jar, let it generate config.yml, configure settings and test with a normal account |
Exact Minecraft compatibility and generated key names |
| One Folia server | Use a Folia-compatible build rather than assuming a Spigot jar will work | Current project support for your Folia version |
| Several backend servers behind a proxy | Plan shared account storage and separate proxy authentication requirements | Whether the chosen proxy companion and backend versions are current and compatible |
| Temporary test server | Start with a backed-up local database and a restricted test group | Migration plan before switching to a remote database |
Final pre-launch checklist
- The jar matches the server platform and Minecraft version.
- A restorable copy of plugins, relevant worlds and databases exists.
- The plugin enabled without errors and generated its files under
plugins/AuthMe. - Registration mode, session behavior, password hashing and database settings were reviewed.
- Unauthenticated commands and inactivity behavior were tested.
- Permissions were checked with non-operator and staff accounts.
- A reload or restart applied the final configuration.
- Proxy commands and server switching were tested separately when using Velocity or BungeeCord.
- Players received the correct
/registerand/logininstructions without being asked to disclose passwords.
Conclusion
For a single Bukkit, Spigot, Paper or Folia server, AuthMeReloaded setup is a short installation followed by careful configuration: match the jar, back up first, restart to generate the files, configure authentication and storage, reload or restart, and test as an ordinary player. Proxy networks require an additional design decision because backend command protection does not automatically secure proxy commands. When a guide conflicts with the generated configuration, the current build’s files and documentation should take priority.
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