DataSource:
    # What type of database do you want to use?
    # Valid values: SQLITE, MARIADB, MYSQL, POSTGRESQL
    backend: SQLITE
    # Enable the database caching system, should be disabled on bungeecord environments
    # or when a website integration is being used.
    caching: true
    # Database host address
    mySQLHost: 127.0.0.1
    # Database port
    mySQLPort: '3306'
    # Connect to MySQL database over SSL
    mySQLUseSSL: true
    # Verification of server's certificate.
    # We would not recommend to set this option to false.
    # Set this option to false at your own risk if and only if you know what you're doing
    mySQLCheckServerCertificate: true
    # Authorize client to retrieve RSA server public key.
    # Advanced option, ignore if you don't know what it means.
    mySQLAllowPublicKeyRetrieval: true
    # Username to connect to the MySQL database
    mySQLUsername: authme
    # Password to connect to the MySQL database
    mySQLPassword: '12345'
    # Database Name, use with converters or as SQLITE database name
    mySQLDatabase: authme
    # Table of the database
    mySQLTablename: authme
    # Column of IDs to sort data
    mySQLColumnId: id
    # Column for storing or checking players nickname
    mySQLColumnName: username
    # Column for storing or checking players RealName
    mySQLRealName: realname
    # Column for storing players passwords
    mySQLColumnPassword: password
    # Column for storing players passwords salts
    mySQLColumnSalt: ''
    # Column for storing players emails
    mySQLColumnEmail: email
    # Column for storing if a player is logged in or not
    mySQLColumnLogged: isLogged
    # Column for storing if a player has a valid session or not
    mySQLColumnHasSession: hasSession
    # Column for storing a player's TOTP key (for two-factor authentication)
    mySQLtotpKey: totp
    # Column for storing the player's last IP
    mySQLColumnIp: ip
    # Column for storing players lastlogins
    mySQLColumnLastLogin: lastlogin
    # Column storing the registration date
    mySQLColumnRegisterDate: regdate
    # Column for storing the IP address at the time of registration
    mySQLColumnRegisterIp: regip
    # Column for storing player LastLocation - X
    mySQLlastlocX: x
    # Column for storing player LastLocation - Y
    mySQLlastlocY: y
    # Column for storing player LastLocation - Z
    mySQLlastlocZ: z
    # Column for storing player LastLocation - World Name
    mySQLlastlocWorld: world
    # Column for storing player LastLocation - Yaw
    mySQLlastlocYaw: yaw
    # Column for storing player LastLocation - Pitch
    mySQLlastlocPitch: pitch
    # Column for storing players uuids (optional)
    mySQLPlayerUUID: ''
    # Column for storing the Mojang UUID of premium players
    # (null if premium mode is off for this player)
    mySQLColumnPremiumUUID: premiumUUID
    # Overrides the size of the DB Connection Pool, default = 10
    poolSize: 10
    # The maximum lifetime of a connection in the pool, default = 1800 seconds
    # You should set this at least 30 seconds less than mysql server wait_timeout
    maxLifetime: 1800
ExternalBoardOptions:
    # Column for storing players groups
    mySQLColumnGroup: ''
    # -1 means disabled. If you want that only activated players
    # can log into your server, you can set here the group number
    # of unactivated users, needed for some forum/CMS support
    nonActivedUserGroup: -1
    # Other MySQL columns where we need to put the username (case-sensitive)
    mySQLOtherUsernameColumns: []
    # How much log2 rounds needed in BCrypt (do not change if you do not know what it does)
    bCryptLog2Round: 12
    # phpBB table prefix defined during the phpBB installation process
    phpbbTablePrefix: phpbb_
    # phpBB activated group ID; 2 is the default registered group defined by phpBB
    phpbbActivatedGroupId: 2
    # IP Board table prefix defined during the IP Board installation process
    IPBTablePrefix: ipb_
    # IP Board default group ID; 3 is the default registered group defined by IP Board
    IPBActivatedGroupId: 3
    # Xenforo table prefix defined during the Xenforo installation process
    XFTablePrefix: xf_
    # XenForo default group ID; 2 is the default registered group defined by Xenforo
    XFActivatedGroupId: 2
    # Wordpress prefix defined during WordPress installation
    wordpressTablePrefix: wp_
settings:
    sessions:
        # Do you want to enable the session feature?
        # If enabled, when a player authenticates successfully,
        # his IP and his nickname is saved.
        # The next time the player joins the server, if his IP
        # is the same as last time and the timeout hasn't
        # expired, he will not need to authenticate.
        enabled: false
        # After how many minutes should a session expire?
        # A player's session ends after the timeout or if his IP has changed
        timeout: 10
    # Message language, available languages:
    # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/translations.md
    messagesLanguage: en
    # When enabled, messages are sent to each player in their client language,
    # falling back to messagesLanguage if their locale is unavailable.
    # Disable this if you want all players to receive messages in the same language.
    perPlayerLocale: true
    # Forces authme to hook into Vault instead of a specific permission handler system.
    forceVaultHook: false
    # Log level: INFO, FINE, DEBUG. Use INFO for general messages,
    # FINE for some additional detailed ones (like password failed),
    # and DEBUG for debugging
    logLevel: FINE
    # Whether to run authentication work (password hashing, database queries) on async threads.
    # When true (strongly recommended), all CPU-intensive and I/O-bound operations — including
    # password hashing and database access — are offloaded from the main server thread, keeping
    # the server responsive during login and registration.
    # Setting this to false forces all of that work onto the main thread, which will cause
    # noticeable lag spikes on every login or registration attempt, especially with slow
    # algorithms (Argon2, BCrypt) or a remote database. Only set this to false if you have
    # a specific technical reason — it is not recommended under any normal circumstances.
    useAsyncTasks: true
    # The name of the server, used in some placeholders.
    serverName: Your Minecraft Server
    restrictions:
        # Can not authenticated players chat?
        # Keep in mind that this feature also blocks all commands not
        # listed in the list below.
        allowChat: false
        # Hide the chat log from players who are not authenticated?
        hideChat: false
        # Allowed commands for unauthenticated players
        allowCommands: 
        - /login
        - /log
        - /l
        - /register
        - /reg
        - /email
        - /captcha
        - /2fa
        - /totp
        # Max number of allowed registrations per IP
        # The value 0 means an unlimited number of registrations!
        maxRegPerIp: 1
        # Minimum allowed username length
        minNicknameLength: 3
        # Maximum allowed username length
        maxNicknameLength: 16
        # When this setting is enabled, online players can't be kicked out
        # due to "Logged in from another Location"
        # This setting will prevent potential security exploits.
        ForceSingleSession: true
        ForceSpawnLocOnJoin:
            # If enabled, every player that spawn in one of the world listed in
            # "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
            # authentication. The quit location of the player will be overwritten.
            # This is different from "teleportUnAuthedToSpawn" that teleport player
            # to the spawnpoint on join.
            enabled: false
            # WorldNames where we need to force the spawn location
            # Case-sensitive!
            worlds: 
            - world
            - world_nether
            - world_the_end
        # This option will save the quit location of the players.
        SaveQuitLocation: false
        # To activate the restricted user feature you need
        # to enable this option and configure the AllowedRestrictedUser field.
        AllowRestrictedUser: false
        # The restricted user feature will kick players listed below
        # if they don't match the defined IP address. Names are case-insensitive.
        # You can use * as wildcard (127.0.0.*), or regex with a "regex:" prefix regex:127\.0\.0\..*
        # Example:
        #     AllowedRestrictedUser:
        #     - playername;127.0.0.1
        #     - playername;regex:127\.0\.0\..*
        AllowedRestrictedUser: []
        # Ban unknown IPs trying to log in with a restricted username?
        banUnsafedIP: false
        # Should unregistered players be kicked immediately?
        kickNonRegistered: false
        # Should players be kicked on wrong password?
        kickOnWrongPassword: true
        # Should not logged in players be teleported to the spawn?
        # After the authentication they will be teleported back to
        # their normal position.
        teleportUnAuthedToSpawn: false
        # Can unregistered players walk around?
        allowMovement: false
        # After how many seconds should players who fail to login be kicked?
        # Set to 0 to disable.
        loginTimeout: 30
        # After how many seconds should players who fail to register be kicked?
        # Set to 0 to disable.
        registerTimeout: 30
        # Regex pattern of allowed characters in the player name.
        allowedNicknameCharacters: '[a-zA-Z0-9_]*'
        # How far can unregistered players walk?
        # Set to 0 for unlimited radius
        allowedMovementRadius: 100
        # Should we protect the player inventory before logging in? Requires PacketEvents.
        ProtectInventoryBeforeLogIn: true
        # Should we deny the tabcomplete feature before logging in? Requires PacketEvents.
        DenyTabCompleteBeforeLogin: false
        # Should we display all other accounts from a player when he joins?
        # permission: /authme.admin.accounts
        displayOtherAccounts: true
        # Spawn priority; values: authme, essentials, cmi, multiverse, default, server
        # Use "server" to apply the world's spawnRadius gamerule (players land at a random position
        # within the configured radius around the world spawn).
        # Use "default" for the exact world spawn.
        spawnPriority: authme,essentials,cmi,multiverse,default
        # Maximum Login authorized by IP
        maxLoginPerIp: 0
        # Maximum Join authorized by IP
        maxJoinPerIp: 0
        # AuthMe will NEVER teleport players if set to true!
        noTeleport: false
        # Regex syntax for allowed chars in passwords. The default [!-~] allows all visible ASCII
        # characters, which is what we recommend. See also http://asciitable.com
        # You can test your regex with https://regex101.com
        allowedPasswordCharacters: '[!-~]*'
    GameMode:
        # Force survival gamemode when player joins?
        ForceSurvivalMode: false
    unrestrictions:
        # Below you can list all account names that AuthMe will ignore
        # for registration or login. Configure it at your own risk!!
        # This option adds compatibility with BuildCraft and some other mods.
        # It is case-insensitive! Example:
        # UnrestrictedName:
        # - 'npcPlayer'
        # - 'npcPlayer2'
        UnrestrictedName: []
        # Below you can list all inventories names that AuthMe will ignore
        # for registration or login. Configure it at your own risk!!
        # This option adds compatibility with some mods.
        # It is case-insensitive! Example:
        # UnrestrictedInventories:
        # - 'myCustomInventory1'
        # - 'myCustomInventory2'
        UnrestrictedInventories: []
    security:
        # Minimum length of password
        minPasswordLength: 5
        # Maximum length of password
        passwordMaxLength: 30
        # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512,
        # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, JOOMLA, WBB3, WBB4, MD5VB,
        # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, ARGON2, CUSTOM (for developers only). See full list at
        # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
        # If you use ARGON2, check that you have the argon2 c library on your system
        passwordHash: SHA256
        # If a password check fails, AuthMe will also try to check with the following hash methods.
        # Use this setting when you change from one hash method to another.
        # AuthMe will update the password to the new hash. Example:
        # legacyHashes:
        # - 'SHA1'
        legacyHashes: []
        # Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
        doubleMD5SaltLength: 8
        # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
        pbkdf2Rounds: 10000
        # Prevent unsafe passwords from being used; put them in lowercase!
        # You should always set 'help' as unsafePassword due to possible conflicts.
        # unsafePasswords:
        # - '123456'
        # - 'password'
        # - 'help'
        unsafePasswords: 
        - '123456'
        - password
        - qwerty
        - '12345'
        - '54321'
        - '123456789'
        - help
    registration:
        # Enable registration on the server?
        enabled: true
        # Send every X seconds a message to a player to
        # remind him that he has to login/register
        messageInterval: 5
        # Only registered and logged in players can play.
        # See restrictions for exceptions
        force: true
        # Type of registration: PASSWORD or EMAIL
        # PASSWORD = account is registered with a password supplied by the user;
        # EMAIL = password is generated and sent to the email provided by the user.
        # More info at https://github.com/AuthMe/AuthMeReloaded/wiki/Registration
        type: PASSWORD
        # Second argument the /register command should take: NONE = no 2nd argument
        # CONFIRMATION = must repeat first argument (pass or email)
        # EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
        # EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address
        secondArg: CONFIRMATION
        # Do we force kick a player after a successful registration?
        # Do not use with login feature below
        forceKickAfterRegister: false
        # Does AuthMe need to enforce a /login after a successful registration?
        forceLoginAfterRegister: false
        dialog:
            # Show a 'Forgot Password?' button in the post-join login dialog.
            # When clicked, executes /email recover using the email entered in the recovery field.
            # Requires an email provider to be configured to be useful.
            showForgotPasswordButton: true
            # Show a short description body in login, register, and two-factor dialogs.
            # The body text helps players understand what the dialog is asking them to do.
            showBody: true
            preJoin:
                # Show the login/register dialog during the Paper/Folia pre-join phase.
                # Independent from postJoin.enable; you may enable either or both options.
                # On non-Paper/Folia platforms this option has no effect.
                enable: true
                # Show a cancel button in Paper/Folia pre-join dialogs.
                # If disabled, players must submit the dialog or disconnect instead.
                showCancelButton: true
                # Allow closing Paper/Folia pre-join dialogs with Escape.
                # If disabled, the dialog stays open until it is submitted,
                # cancelled, or the timeout disconnects the player.
                allowCloseWithEscape: false
                # Kick players who cancel the Paper/Folia pre-join register dialog.
                # When false, cancelling lets the player join and shows a post-join register dialog instead.
                registerCancelKicks: false
                # Kick players who cancel the Paper/Folia pre-join login dialog.
                # When false, cancelling lets the player join in limbo to use /email recover.
                loginCancelKicks: true
            postJoin:
                # Show a graphical dialog UI for post-join login/register instead of chat messages.
                # Requires Minecraft 1.21.6+ on Spigot, or 1.21.11+ on Paper.
                # On older server versions, this option is automatically ignored.
                enable: true
    # Enable to display the welcome message (welcome.txt) after a login
    # You can use colors in this welcome.txt + some replaced strings:
    # {PLAYER}: player name, {ONLINE}: display number of online players,
    # {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
    # {WORLD}: player current world, {SERVER}: server name
    # {VERSION}: get current bukkit version, {COUNTRY}: player country
    useWelcomeMessage: true
    # Broadcast the welcome message to the server or only to the player?
    # set true for server or false for player
    broadcastWelcomeMessage: false
    # Should we delay the join message and display it once the player has logged in?
    delayJoinMessage: false
    # The custom join message that will be sent after a successful login,
    # keep empty to use the original one.
    # Available variables:
    # {PLAYERNAME}: the player name (no colors)
    # {DISPLAYNAME}: the player display name (with colors)
    # {DISPLAYNAMENOCOLOR}: the player display name (without colors)
    customJoinMessage: ''
    # Should we remove the leave messages of unlogged users?
    removeUnloggedLeaveMessage: false
    # Should we remove join messages altogether?
    removeJoinMessage: false
    # Should we remove leave messages altogether?
    removeLeaveMessage: false
    # Do we need to add potion effect Blinding before login/register?
    applyBlindEffect: false
    # Do we need to prevent people to login with another case?
    # If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
    preventOtherCase: true
    # Enable premium mode: players with an official Minecraft account
    # can skip password authentication.
    # Verification method is chosen automatically:
    #   - online-mode=true: Bukkit already has the Mojang UUID; no PacketEvents needed.
    #   - offline-mode + proxy: set Hooks.bungeecord=true; UUID is forwarded by proxy.
    #   - offline-mode, no proxy: PacketEvents required for cryptographic verification.
    #     Without PacketEvents, premium auto-login is disabled (fail closed).
    # Players must use /premium to opt in.
    enablePremium: false
GroupOptions:
    # Enables switching a player to defined permission groups before they log in.
    # See below for a detailed explanation.
    enablePermissionCheck: false
    # This is a very important option: if a registered player joins the server
    # AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
    # You can set up your permission plugin with this special group to have no permissions,
    # or only permission to chat (or permission to send private messages etc.).
    # The better way is to set up this group with few permissions, so if a player
    # tries to exploit an account they can do only what you've defined for the group.
    # After login, the player will be moved to his correct permissions group!
    # Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
    # Otherwise your group will be wiped and the player will join in the default group []!
    # Example: registeredPlayerGroup: 'NotLogged'
    registeredPlayerGroup: ''
    # Similar to above, unregistered players can be set to the following
    # permissions group
    unregisteredPlayerGroup: ''
Email:
    # Email SMTP server host
    mailSMTP: smtp.gmail.com
    # Email SMTP server port. The port determines the encryption mode:
    #   25  -> plain SMTP; optional STARTTLS via 'useTls' (see below)
    #   465 -> implicit SSL/TLS (SMTPS); 'useTls' is ignored
    #   587 -> STARTTLS required (submission); 'useTls' is ignored
    #   other -> STARTTLS required; 'useTls' is ignored
    mailPort: 465
    # Only applies to port 25: enable STARTTLS on the plain SMTP connection?
    # Has no effect when using port 465 (SSL) or 587 (STARTTLS), which enforce
    # their own encryption and cannot be overridden by this setting.
    useTls: true
    # Email account which sends the mails
    mailAccount: ''
    # Email account password
    mailPassword: ''
    # Email address, fill when mailAccount is not the email address of the account
    mailAddress: ''
    # Custom sender name, replacing the mailAccount name in the email
    mailSenderName: ''
    # Recovery password length
    RecoveryPasswordLength: 8
    # Mail Subject
    mailSubject: Your new AuthMe password
    # Like maxRegPerIP but with email
    maxRegPerEmail: 1
    # Recall players to add an email?
    recallPlayers: false
    # Delay in minute for the recall scheduler
    delayRecall: 5
    # Blacklist these domains for emails
    emailBlacklisted: 
    - 10minutemail.com
    # Whitelist ONLY these domains for emails
    emailWhitelisted: []
    # Send the new password drawn in an image?
    generateImage: false
    # The OAuth2 token
    emailOauth2Token: ''
    # Verify the SSL/TLS server certificate hostname?
    # Only applies when an SSL/TLS connection is active (port 465, port 587,
    # port 25 with useTls=true, or any other port).
    # Set to false only if your SMTP server uses a self-signed certificate.
    # Note: if you previously used port 465, this check was not enforced;
    # set to false to restore the old behavior with a self-signed certificate.
    sslCheckServerIdentity: true
Hooks:
    # Do we need to hook with multiverse for spawn checking?
    multiverse: true
    # Do we need to hook with BungeeCord?
    bungeecord: false
    # Send player to this BungeeCord server after register/login
    sendPlayerTo: ''
    # Shared secret used to verify perform.login messages from the AuthMe proxy plugin.
    # Must match the proxySharedSecret value in your AuthMe Velocity or Bungee proxy config.
    # All backend servers must have the same value set here.
    proxySharedSecret: ''
    # Do we need to disable Essentials SocialSpy on join?
    disableSocialSpy: false
    # Do we need to force /motd Essentials command on join?
    useEssentialsMotd: false
Protection:
    # Enable some servers protection (country based login, antibot)
    enableProtection: false
    # Apply the protection also to registered usernames
    enableProtectionRegistered: true
    geoIpDatabase:
        # Enable GeoIp database
        enabled: true
        # The MaxMind clientId used to download the GeoIp database,
        # get one at https://www.maxmind.com/en/accounts/current/license-key
        # The EssentialsX project has a very useful tutorial on how to generate
        # the license key: https://github.com/EssentialsX/Wiki/blob/master/GeoIP.md
        clientId: ''
        # The MaxMind licenseKey used to download the GeoIp database.
        licenseKey: ''
    # Countries allowed to join the server and register. For country codes, see
    # https://dev.maxmind.com/geoip/legacy/codes/iso3166/
    # Use "LOCALHOST" for local addresses.
    # PLEASE USE QUOTES!
    countries: 
    - US
    - GB
    - LOCALHOST
    # Countries not allowed to join the server and register
    # PLEASE USE QUOTES!
    countriesBlacklist: 
    - A1
    # Do we need to enable automatic antibot system?
    enableAntiBot: true
    # The interval in seconds
    antiBotInterval: 5
    # Max number of players allowed to login in the interval
    # before the AntiBot system is enabled automatically
    antiBotSensibility: 10
    # Duration in minutes of the antibot automatic system
    antiBotDuration: 10
    # Delay in seconds before the antibot activation
    antiBotDelay: 60
    quickCommands:
        # Kicks the player that issued a command before the defined time after the join process
        denyCommandsBeforeMilliseconds: 1000
Purge:
    # If enabled, AuthMe automatically purges old, unused accounts
    useAutoPurge: false
    # Number of days after which an account should be purged
    daysBeforeRemovePlayer: 60
    # Do we need to remove the player.dat file during purge process?
    removePlayerDat: false
    # Do we need to remove the Essentials/userdata/player.yml file during purge process?
    removeEssentialsFile: false
    # World in which the players.dat are stored
    defaultWorld: world
    # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge?
    removeLimitedCreativesInventories: false
    # Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
    removeAntiXRayFile: false
    # Do we need to remove permissions?
    removePermissions: false
Security:
    SQLProblem:
        # Stop the server if we can't contact the sql database
        # Take care with this, if you set this to false,
        # AuthMe will automatically disable and the server won't be protected!
        stopServer: true
    console:
        # Copy AuthMe log output in a separate file as well?
        logConsole: true
    captcha:
        # Enable captcha when a player uses wrong password too many times
        useCaptcha: false
        # Max allowed tries before a captcha is required
        maxLoginTry: 5
        # Captcha length
        captchaLength: 5
        # Minutes after which login attempts count is reset for a player
        captchaCountReset: 60
        # Require captcha before a player may register?
        requireForRegistration: false
    tempban:
        # Tempban a user's IP address if they enter the wrong password too many times
        enableTempban: false
        # How many times a user can attempt to login before their IP being tempbanned
        maxLoginTries: 10
        # The length of time a IP address will be tempbanned in minutes
        # Default: 480 minutes, or 8 hours
        tempbanLength: 480
        # How many minutes before resetting the count for failed logins by IP and username
        # Default: 480 minutes (8 hours)
        minutesBeforeCounterReset: 480
        # The command to execute instead of using the internal ban system, empty if disabled.
        # Available placeholders: %player%, %ip%
        customCommand: ''
    recoveryCode:
        # Number of characters a recovery code should have (0 to disable)
        length: 8
        # How many hours is a recovery code valid for?
        validForHours: 4
        # Max number of tries to enter recovery code
        maxTries: 3
        # How long a player has after password recovery to change their password
        # without logging in. This is in minutes.
        # Default: 2 minutes
        passwordChangeTimeout: 2
    emailRecovery:
        # Seconds a user has to wait for before a password recovery mail may be sent again
        # This prevents an attacker from abusing AuthMe's email feature.
        cooldown: 60
    privacy:
        # The mail shown using /email show will be partially hidden
        # E.g. (if enabled)
        #  original email: my.email@example.com
        #  hidden email: my.***@***mple.com
        enableEmailMasking: false
        # Minutes after which a verification code will expire
        verificationCodeExpiration: 10
# Before a user logs in, various properties are temporarily removed from the player,
# such as OP status, 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
    # If true, AuthMe recreates tracked ender pearls after login when the original entity
    # cannot be found anymore. Disable this if you only want to restore still-existing pearls.
    recreateEnderPearls: true
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\
