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AuthMeReloaded

AuthMeReloaded

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AuthMeReloaded

"The best authentication plugin for the Bukkit modding API!"

Description

Prevent username stealing on your server! Use it to secure your Offline mode server or to increase your Online mode server's protection!

AuthMeReloaded disallows players who aren't authenticated to do actions like placing blocks, moving, typing commands or using the inventory. It can also kick players with uncommonly long or short player names or kick players from banned countries.

With the Session Login feature, you don't have to execute the authentication command every time you connect to the server! Each command and every feature can be enabled or disabled from our well-structured configuration file.

You can also create your own translation file and, if you want, you can share it with us! :)

Features:

  • Dedicated builds for Spigot Legacy (1.16–1.19), Spigot 1.21 (1.20–1.21), Paper 1.21+, and Folia 1.21+
  • Native proxy plugins for BungeeCord and Velocity
  • E-Mail Recovery System!
  • Username spoofing protection.
  • Countries Whitelist/Blacklist! (country codes)
  • Built-in AntiBot System!
  • ForceLogin Feature: Admins can login with all account via console command!
  • Avoid the "Logged in from another location" message!
  • Two-factor (2FA) support!
  • Session Login!
  • Messages served in each player's own Minecraft client language, with server-language fallback
  • Editable translations and messages!
  • MySQL, MariaDB, PostgreSQL and SQLite Backend support!
  • Supported password encryption algorithms: SHA256, ARGON2, BCRYPT, PBKDF2, PBKDF2BASE64 — full list
  • Supports hashes from external systems for zero-downtime migration (XFBCRYPT, MYBB, PHPBB, JOOMLA, WORDPRESS, WBB3/WBB4, IPB3, and more)
  • Custom MySQL tables/columns names (useful with forum databases)
  • Cached database queries!
  • Fully compatible with Citizens2, CombatTag, CombatTagPlus!
  • Graphical login/register dialogs, with optional Paper/Folia pre-join dialogs
  • Restricted users (associate a username with an IP)
  • Protect player's inventory until correct authentication (requires PacketEvents)
  • Premium bypass: Mojang-account holders skip password auth (requires PacketEvents)
  • Saves the quit location of the player
  • Ender pearls thrown before authentication are returned to the player on login
  • Separate timeouts for login and registration
  • Email address confirmation required before saving on /email add and /email change
  • Automatic database backup
  • Available languages: translations
  • Account importers for Auth+, LibreLogin, LimboAuth, nLogin, OpeNLogin, tiAuth — and built-in SQLite ↔ MySQL/MariaDB/PostgreSQL migration.

Configuration

How to configure AuthMe

Dialog UI

AuthMe can display graphical login/register dialogs instead of chat-based prompts.

  • settings.registration.dialog.postJoin.enable enables the post-join dialog flow.
  • settings.registration.dialog.preJoin.enable enables the pre-join dialog flow on Paper/Folia.
  • Both options are independent: you can enable either one, both, or neither.
  • Pre-join dialogs currently require modern dialog-capable server versions such as Paper/Folia 1.21.11+.
  • Verified premium players skip the pre-join dialog entirely when premium bypass is enabled.

Premium bypass

AuthMe can let players with a legitimate Mojang account skip password authentication entirely. Identity is verified via a cryptographic handshake with Mojang's session server during the Minecraft login phase — no password prompt is ever shown.

  • Enable with settings.enablePremium: true in config.yml.
  • Players opt in with /premium and out with /freemium (must be logged in). Admins can enrol or remove players with /authme premium <player> / /authme freemium <player>.
  • Direct-connection (offline-mode, no proxy): requires PacketEvents 2.x. Without it, premium bypass is disabled at startup (fail-closed).
  • Behind an online-mode proxy (Velocity / BungeeCord): the proxy authenticates with Mojang and forwards the verified UUID — no PacketEvents needed on the backend. Set Hooks.bungeecord: true on the backend.
  • Behind an offline-mode proxy: install authme-velocity or authme-bungee on the proxy; premium players are authenticated per-player by the proxy and the verified UUID is forwarded to the backend.
  • Full documentation: docs/premium.md

Commands

Command list and usage

Permissions

How To

Links and Contacts

  • Support:

  • Dev resources:

    • JavaDocs

    • Maven Repository

      <repositories>
          <repository>
              <id>codemc-repo</id>
              <url>https://repo.codemc.org/repository/maven-public/</url>
          </repository>
      </repositories>
      
      <dependencies>
          <dependency>
              <groupId>fr.xephi</groupId>
              <artifactId>authme-core</artifactId>
              <version>6.0.1</version>
              <scope>provided</scope>
          </dependency>
      </dependencies>
  • Statistics: Graph

Requirements

Compiling requirements:
  • JDK 17+ for authme-core, authme-tools, and authme-spigot-legacy
  • JDK 21+ for the full multi-module build (authme-bungee, authme-spigot-1.21, authme-paper-common, authme-paper, authme-folia, authme-velocity)
  • Maven (3.8.8+)
  • Git/GitHub (Optional)
How to compile the project:
  • Clone the project with Git/GitHub
  • Execute command mvn clean package
  • With JDK 17, Maven builds only the Java 17-compatible modules
  • With JDK 21+, Maven builds the full reactor
  • Build and tooling command reference: docs/build.md
Running requirements:
  • Use the jar matching your server platform/version:
  • Java 17+: AuthMe-*-Spigot-Legacy.jar — Spigot 1.16.x – 1.19.x
  • Java 21+: AuthMe-*-Spigot-1.21.jar — Spigot 1.20.x – 1.21.x
  • Java 21+: AuthMe-*-Paper.jar — Paper 1.21+
  • Java 21+: AuthMe-*-Folia.jar — Folia 1.21+
  • Java 21+: AuthMe-*-Bungee.jar — BungeeCord / Waterfall proxy (1.19 API)
  • Java 21+: AuthMe-*-Velocity.jar — Velocity 3.4+ proxy
  • PacketEvents 2.x (optional plugin; required for inventory protection, tab-complete blocking, and premium bypass in direct-connection mode)

Credits

Contributors:

Team members: developers, translators

Credits for the old version of the plugin: d4rkwarriors, fabe1337, Whoami2 and pomo4ka

Thanks also to: AS1LV3RN1NJA, Hoeze and eprimex

GeoIP License:

This product uses data from the GeoLite API created by MaxMind, available at https://www.maxmind.com

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.3 26.2 26.1.x +1
Velocity
1d ago 1
26.3 26.2 26.1.x +1
Bungeecord
1d ago 1
26.3 26.2 26.1.x +1
Folia
1d ago 1
1.21.x 1.20.x 1.19.x +3
Bukkit Spigot
1d ago 1
26.3 26.2 26.1.x +1
Spigot
1d ago 1
26.3 26.2 26.1.x +1
Paper
1d ago 1
26.2 26.1.x 1.21.11
Velocity
1d ago 1
26.2 26.1.x 1.21.x
Bungeecord
1d ago 1
26.2 26.1.x 1.21.11
Folia
1d ago 1
1.21.x 1.20.x 1.19.x +3
Bukkit Spigot
1d ago 1
26.2 26.1.x 1.21.x
Spigot
1d ago 1
26.2 26.1.x 1.21.11
Paper
1d ago 1
26.1.x 1.21.11
Bungeecord
1d ago 1
26.1.x 1.21.x
Velocity
1d ago 1
1.21.x 1.20.x 1.19.x +3
Bukkit Spigot
1d ago 1
26.1.x 1.21.11
Folia
1d ago 1
26.1.x 1.21.11
Paper
1d ago 1
26.1.x 1.21.x
Bukkit Spigot
1d ago 1
26.1.x 1.21.x 1.20.x +4
Bukkit Paper Spigot
1d ago 1
1.21 1.20.x 1.19.4 +1
Paper Spigot
1d ago 1
# AuthMe 6.0.1

A maintenance release for the 6.x line. It closes several session-handling holes in the Paper and Folia builds, hardens the proxy and premium bypass paths, and adds a new hash algorithm, a new converter and a new API method.

  • If you run the Paper or Folia jar with pre-join dialogs enabled, update as soon as you can.** See the security section below.

Full changelog: <https://github.com/AuthMe/AuthMeReloaded/compare/6.0.0...6.0.1>


## Security fixes

### Pre-join session takeover on Paper and Folia

This affects the **Paper 1.21+** and **Folia 1.21+** builds on offline-mode servers, when the pre-join login/registration dialog is in use.

The transient state of a pre-join dialog (the password being typed, the registration data, the recovery email, the pending kick message, the force-login future) was stored under the player's UUID. On an offline-mode server, every connection using the same name resolves to the same offline UUID. That meant a second connection opened on a registered player's name shared the state of the connection that was still authenticating, and could read it or wipe it.

Three changes fix this:


### Proxy auto-login with an unset shared secret

Leaving Hooks.proxySharedSecret empty on a backend used to run HMAC verification anyway, with the empty string as the key. That offered no real protection against forged perform.login messages. An empty secret now **rejects every perform.login message** and logs Hooks.proxySharedSecret is not configured. ([5722849](https://github.com/AuthMe/AuthMeReloaded/commit/5722849c))

If you rely on proxy auto-login, copy the proxy-generated secret to every backend before updating. See [proxy configuration](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/proxies/configuration.md).

### Premium claims accepted while premium was disabled

The proxy login validator had no enablePremium gate. A proxy-verified premium claim for a player whose database row still carried a premiumUuid was accepted even after the feature had been turned off on the backend. On top of that, the proxy.started handler skipped sending the premium list when it was empty, so the proxy kept a stale premium_names.cache and went on verifying enrolled players.

Both paths are now gated on the setting, and an empty list is sent as authoritative so the proxy replaces and persists its cache on first contact instead of waiting for a restart. ([0f148bf](https://github.com/AuthMe/AuthMeReloaded/commit/0f148bf6), [5bae6ee](https://github.com/AuthMe/AuthMeReloaded/commit/5bae6ee2), [#3127](https://github.com/AuthMe/AuthMeReloaded/issues/3127))


## New features

### ARGON2ID hash algorithm

ARGON2ID is now available as a recommended passwordHash value. The recent hash implementations have also moved to BouncyCastle. See the [hash algorithms reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/hash_algorithms.md).

### NexAuth converter

You can now migrate accounts from **NexAuth** with /authme converter nexauth. The converter reads plugins/NexAuth/config.conf to work out the storage backend. SQLite is read directly, so no shared database is needed, and MySQL and PostgreSQL are supported too. Premium UUIDs and TOTP secrets are preserved, and players already present in AuthMe are skipped. See the [converters guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/converters.md).

Note that the LibreLogin converter now maps Argon2-ID to ARGON2ID rather than ARGON2.

### premium.keepOfflineUuidCompatibility on the proxy plugins

A new proxy-side flag controls how premium players appear to backend servers. With the default false, premium players keep their Mojang UUID v4. With true, they keep the backend offline UUID v3 for plugin compatibility. Velocity handles both modes natively. On BungeeCord, PacketEvents is only needed when the flag is true.

### AuthMeApi#forceLoginFromProxy(String)

A new API method that lets proxy plugins force a login before the Player object exists, which bypasses the Paper/Folia pre-join dialog. Queue-first ordering keeps it race-safe against AsynchronousJoin. Completion is asynchronous, and the caller is responsible for authenticating the proxy signal. ([#3118](https://github.com/AuthMe/AuthMeReloaded/issues/3118))

### Cancellation messages

Dialog cancellation now has its own translatable messages. The Tatar translation has been updated as well.


## Bug fixes

### Premium and proxy

  • Premium enrollment is finalized in-join on the v3/proxy path in offline-UUID mode, using the same one-shot gate as the login validator. No more double finalization or spurious "premium verification failed" messages.
  • Fixed premium cache handling on the proxy side
  • Premium names sent to the proxy are normalized
  • Pending state is held during premium verification, and a failed attempt now allows a reconnect so /login can be enforced
  • Auto-login carries through to whichever server the player joins next
  • Hardened perform.login handling during server transitions
  • A pending kick is applied after session or proxy auto-login verification, not before
  • Players no longer freeze after /freemium when proxy auto-login is active ([#3105](https://github.com/AuthMe/AuthMeReloaded/issues/3105))
  • Ender pearls are restored for premium users
  • Premium profile creation no longer uses a deprecated API

### Dialogs

  • The pre-join login dialog is suppressed through config-phase auto-login when the player is already authenticated ([#3098](https://github.com/AuthMe/AuthMeReloaded/issues/3098))
  • Players who cancel the login or registration dialog are kicked correctly when that option is enabled
  • The pre-join dialog is cancelled correctly on failure and on the cancel button
  • maxRegPerIp is now checked in the pre-join dialog workflow
  • The premium handshake is deferred if the first player to join cancels the dialog

### General

  • Walk and fly speed are restored correctly on quit, and corrupted speed values are repaired on join
  • Email verification codes are only registered once the email has actually been sent
  • Players are no longer teleported to 0,0,0 after a resetpos


## Breaking changes

  • PermissionsEx and zPermissions support has been removed.** Both have been unmaintained for years. Move to LuckPerms or another supported permissions plugin before updating.

  • Hooks.proxySharedSecret is now mandatory for proxy auto-login.** An empty value no longer falls back to an empty HMAC key. It rejects every perform.login message.


## Internal



## Additional resources

# AuthMe 6.0.1

A maintenance release for the 6.x line. It closes several session-handling holes in the Paper and Folia builds, hardens the proxy and premium bypass paths, and adds a new hash algorithm, a new converter and a new API method.

  • If you run the Paper or Folia jar with pre-join dialogs enabled, update as soon as you can.** See the security section below.

Full changelog: <https://github.com/AuthMe/AuthMeReloaded/compare/6.0.0...6.0.1>


## Security fixes

### Pre-join session takeover on Paper and Folia

This affects the **Paper 1.21+** and **Folia 1.21+** builds on offline-mode servers, when the pre-join login/registration dialog is in use.

The transient state of a pre-join dialog (the password being typed, the registration data, the recovery email, the pending kick message, the force-login future) was stored under the player's UUID. On an offline-mode server, every connection using the same name resolves to the same offline UUID. That meant a second connection opened on a registered player's name shared the state of the connection that was still authenticating, and could read it or wipe it.

Three changes fix this:


### Proxy auto-login with an unset shared secret

Leaving Hooks.proxySharedSecret empty on a backend used to run HMAC verification anyway, with the empty string as the key. That offered no real protection against forged perform.login messages. An empty secret now **rejects every perform.login message** and logs Hooks.proxySharedSecret is not configured. ([5722849](https://github.com/AuthMe/AuthMeReloaded/commit/5722849c))

If you rely on proxy auto-login, copy the proxy-generated secret to every backend before updating. See [proxy configuration](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/proxies/configuration.md).

### Premium claims accepted while premium was disabled

The proxy login validator had no enablePremium gate. A proxy-verified premium claim for a player whose database row still carried a premiumUuid was accepted even after the feature had been turned off on the backend. On top of that, the proxy.started handler skipped sending the premium list when it was empty, so the proxy kept a stale premium_names.cache and went on verifying enrolled players.

Both paths are now gated on the setting, and an empty list is sent as authoritative so the proxy replaces and persists its cache on first contact instead of waiting for a restart. ([0f148bf](https://github.com/AuthMe/AuthMeReloaded/commit/0f148bf6), [5bae6ee](https://github.com/AuthMe/AuthMeReloaded/commit/5bae6ee2), [#3127](https://github.com/AuthMe/AuthMeReloaded/issues/3127))


## New features

### ARGON2ID hash algorithm

ARGON2ID is now available as a recommended passwordHash value. The recent hash implementations have also moved to BouncyCastle. See the [hash algorithms reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/hash_algorithms.md).

### NexAuth converter

You can now migrate accounts from **NexAuth** with /authme converter nexauth. The converter reads plugins/NexAuth/config.conf to work out the storage backend. SQLite is read directly, so no shared database is needed, and MySQL and PostgreSQL are supported too. Premium UUIDs and TOTP secrets are preserved, and players already present in AuthMe are skipped. See the [converters guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/converters.md).

Note that the LibreLogin converter now maps Argon2-ID to ARGON2ID rather than ARGON2.

### premium.keepOfflineUuidCompatibility on the proxy plugins

A new proxy-side flag controls how premium players appear to backend servers. With the default false, premium players keep their Mojang UUID v4. With true, they keep the backend offline UUID v3 for plugin compatibility. Velocity handles both modes natively. On BungeeCord, PacketEvents is only needed when the flag is true.

### AuthMeApi#forceLoginFromProxy(String)

A new API method that lets proxy plugins force a login before the Player object exists, which bypasses the Paper/Folia pre-join dialog. Queue-first ordering keeps it race-safe against AsynchronousJoin. Completion is asynchronous, and the caller is responsible for authenticating the proxy signal. ([#3118](https://github.com/AuthMe/AuthMeReloaded/issues/3118))

### Cancellation messages

Dialog cancellation now has its own translatable messages. The Tatar translation has been updated as well.


## Bug fixes

### Premium and proxy

  • Premium enrollment is finalized in-join on the v3/proxy path in offline-UUID mode, using the same one-shot gate as the login validator. No more double finalization or spurious "premium verification failed" messages.
  • Fixed premium cache handling on the proxy side
  • Premium names sent to the proxy are normalized
  • Pending state is held during premium verification, and a failed attempt now allows a reconnect so /login can be enforced
  • Auto-login carries through to whichever server the player joins next
  • Hardened perform.login handling during server transitions
  • A pending kick is applied after session or proxy auto-login verification, not before
  • Players no longer freeze after /freemium when proxy auto-login is active ([#3105](https://github.com/AuthMe/AuthMeReloaded/issues/3105))
  • Ender pearls are restored for premium users
  • Premium profile creation no longer uses a deprecated API

### Dialogs

  • The pre-join login dialog is suppressed through config-phase auto-login when the player is already authenticated ([#3098](https://github.com/AuthMe/AuthMeReloaded/issues/3098))
  • Players who cancel the login or registration dialog are kicked correctly when that option is enabled
  • The pre-join dialog is cancelled correctly on failure and on the cancel button
  • maxRegPerIp is now checked in the pre-join dialog workflow
  • The premium handshake is deferred if the first player to join cancels the dialog

### General

  • Walk and fly speed are restored correctly on quit, and corrupted speed values are repaired on join
  • Email verification codes are only registered once the email has actually been sent
  • Players are no longer teleported to 0,0,0 after a resetpos


## Breaking changes

  • PermissionsEx and zPermissions support has been removed.** Both have been unmaintained for years. Move to LuckPerms or another supported permissions plugin before updating.

  • Hooks.proxySharedSecret is now mandatory for proxy auto-login.** An empty value no longer falls back to an empty HMAC key. It rejects every perform.login message.


## Internal



## Additional resources

# AuthMe 6.0.1

A maintenance release for the 6.x line. It closes several session-handling holes in the Paper and Folia builds, hardens the proxy and premium bypass paths, and adds a new hash algorithm, a new converter and a new API method.

  • If you run the Paper or Folia jar with pre-join dialogs enabled, update as soon as you can.** See the security section below.

Full changelog: <https://github.com/AuthMe/AuthMeReloaded/compare/6.0.0...6.0.1>


## Security fixes

### Pre-join session takeover on Paper and Folia

This affects the **Paper 1.21+** and **Folia 1.21+** builds on offline-mode servers, when the pre-join login/registration dialog is in use.

The transient state of a pre-join dialog (the password being typed, the registration data, the recovery email, the pending kick message, the force-login future) was stored under the player's UUID. On an offline-mode server, every connection using the same name resolves to the same offline UUID. That meant a second connection opened on a registered player's name shared the state of the connection that was still authenticating, and could read it or wipe it.

Three changes fix this:


### Proxy auto-login with an unset shared secret

Leaving Hooks.proxySharedSecret empty on a backend used to run HMAC verification anyway, with the empty string as the key. That offered no real protection against forged perform.login messages. An empty secret now **rejects every perform.login message** and logs Hooks.proxySharedSecret is not configured. ([5722849](https://github.com/AuthMe/AuthMeReloaded/commit/5722849c))

If you rely on proxy auto-login, copy the proxy-generated secret to every backend before updating. See [proxy configuration](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/proxies/configuration.md).

### Premium claims accepted while premium was disabled

The proxy login validator had no enablePremium gate. A proxy-verified premium claim for a player whose database row still carried a premiumUuid was accepted even after the feature had been turned off on the backend. On top of that, the proxy.started handler skipped sending the premium list when it was empty, so the proxy kept a stale premium_names.cache and went on verifying enrolled players.

Both paths are now gated on the setting, and an empty list is sent as authoritative so the proxy replaces and persists its cache on first contact instead of waiting for a restart. ([0f148bf](https://github.com/AuthMe/AuthMeReloaded/commit/0f148bf6), [5bae6ee](https://github.com/AuthMe/AuthMeReloaded/commit/5bae6ee2), [#3127](https://github.com/AuthMe/AuthMeReloaded/issues/3127))


## New features

### ARGON2ID hash algorithm

ARGON2ID is now available as a recommended passwordHash value. The recent hash implementations have also moved to BouncyCastle. See the [hash algorithms reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/hash_algorithms.md).

### NexAuth converter

You can now migrate accounts from **NexAuth** with /authme converter nexauth. The converter reads plugins/NexAuth/config.conf to work out the storage backend. SQLite is read directly, so no shared database is needed, and MySQL and PostgreSQL are supported too. Premium UUIDs and TOTP secrets are preserved, and players already present in AuthMe are skipped. See the [converters guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/converters.md).

Note that the LibreLogin converter now maps Argon2-ID to ARGON2ID rather than ARGON2.

### premium.keepOfflineUuidCompatibility on the proxy plugins

A new proxy-side flag controls how premium players appear to backend servers. With the default false, premium players keep their Mojang UUID v4. With true, they keep the backend offline UUID v3 for plugin compatibility. Velocity handles both modes natively. On BungeeCord, PacketEvents is only needed when the flag is true.

### AuthMeApi#forceLoginFromProxy(String)

A new API method that lets proxy plugins force a login before the Player object exists, which bypasses the Paper/Folia pre-join dialog. Queue-first ordering keeps it race-safe against AsynchronousJoin. Completion is asynchronous, and the caller is responsible for authenticating the proxy signal. ([#3118](https://github.com/AuthMe/AuthMeReloaded/issues/3118))

### Cancellation messages

Dialog cancellation now has its own translatable messages. The Tatar translation has been updated as well.


## Bug fixes

### Premium and proxy

  • Premium enrollment is finalized in-join on the v3/proxy path in offline-UUID mode, using the same one-shot gate as the login validator. No more double finalization or spurious "premium verification failed" messages.
  • Fixed premium cache handling on the proxy side
  • Premium names sent to the proxy are normalized
  • Pending state is held during premium verification, and a failed attempt now allows a reconnect so /login can be enforced
  • Auto-login carries through to whichever server the player joins next
  • Hardened perform.login handling during server transitions
  • A pending kick is applied after session or proxy auto-login verification, not before
  • Players no longer freeze after /freemium when proxy auto-login is active ([#3105](https://github.com/AuthMe/AuthMeReloaded/issues/3105))
  • Ender pearls are restored for premium users
  • Premium profile creation no longer uses a deprecated API

### Dialogs

  • The pre-join login dialog is suppressed through config-phase auto-login when the player is already authenticated ([#3098](https://github.com/AuthMe/AuthMeReloaded/issues/3098))
  • Players who cancel the login or registration dialog are kicked correctly when that option is enabled
  • The pre-join dialog is cancelled correctly on failure and on the cancel button
  • maxRegPerIp is now checked in the pre-join dialog workflow
  • The premium handshake is deferred if the first player to join cancels the dialog

### General

  • Walk and fly speed are restored correctly on quit, and corrupted speed values are repaired on join
  • Email verification codes are only registered once the email has actually been sent
  • Players are no longer teleported to 0,0,0 after a resetpos


## Breaking changes

  • PermissionsEx and zPermissions support has been removed.** Both have been unmaintained for years. Move to LuckPerms or another supported permissions plugin before updating.

  • Hooks.proxySharedSecret is now mandatory for proxy auto-login.** An empty value no longer falls back to an empty HMAC key. It rejects every perform.login message.


## Internal



## Additional resources

# AuthMe 6.0.1

A maintenance release for the 6.x line. It closes several session-handling holes in the Paper and Folia builds, hardens the proxy and premium bypass paths, and adds a new hash algorithm, a new converter and a new API method.

  • If you run the Paper or Folia jar with pre-join dialogs enabled, update as soon as you can.** See the security section below.

Full changelog: <https://github.com/AuthMe/AuthMeReloaded/compare/6.0.0...6.0.1>


## Security fixes

### Pre-join session takeover on Paper and Folia

This affects the **Paper 1.21+** and **Folia 1.21+** builds on offline-mode servers, when the pre-join login/registration dialog is in use.

The transient state of a pre-join dialog (the password being typed, the registration data, the recovery email, the pending kick message, the force-login future) was stored under the player's UUID. On an offline-mode server, every connection using the same name resolves to the same offline UUID. That meant a second connection opened on a registered player's name shared the state of the connection that was still authenticating, and could read it or wipe it.

Three changes fix this:


### Proxy auto-login with an unset shared secret

Leaving Hooks.proxySharedSecret empty on a backend used to run HMAC verification anyway, with the empty string as the key. That offered no real protection against forged perform.login messages. An empty secret now **rejects every perform.login message** and logs Hooks.proxySharedSecret is not configured. ([5722849](https://github.com/AuthMe/AuthMeReloaded/commit/5722849c))

If you rely on proxy auto-login, copy the proxy-generated secret to every backend before updating. See [proxy configuration](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/proxies/configuration.md).

### Premium claims accepted while premium was disabled

The proxy login validator had no enablePremium gate. A proxy-verified premium claim for a player whose database row still carried a premiumUuid was accepted even after the feature had been turned off on the backend. On top of that, the proxy.started handler skipped sending the premium list when it was empty, so the proxy kept a stale premium_names.cache and went on verifying enrolled players.

Both paths are now gated on the setting, and an empty list is sent as authoritative so the proxy replaces and persists its cache on first contact instead of waiting for a restart. ([0f148bf](https://github.com/AuthMe/AuthMeReloaded/commit/0f148bf6), [5bae6ee](https://github.com/AuthMe/AuthMeReloaded/commit/5bae6ee2), [#3127](https://github.com/AuthMe/AuthMeReloaded/issues/3127))


## New features

### ARGON2ID hash algorithm

ARGON2ID is now available as a recommended passwordHash value. The recent hash implementations have also moved to BouncyCastle. See the [hash algorithms reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/hash_algorithms.md).

### NexAuth converter

You can now migrate accounts from **NexAuth** with /authme converter nexauth. The converter reads plugins/NexAuth/config.conf to work out the storage backend. SQLite is read directly, so no shared database is needed, and MySQL and PostgreSQL are supported too. Premium UUIDs and TOTP secrets are preserved, and players already present in AuthMe are skipped. See the [converters guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/converters.md).

Note that the LibreLogin converter now maps Argon2-ID to ARGON2ID rather than ARGON2.

### premium.keepOfflineUuidCompatibility on the proxy plugins

A new proxy-side flag controls how premium players appear to backend servers. With the default false, premium players keep their Mojang UUID v4. With true, they keep the backend offline UUID v3 for plugin compatibility. Velocity handles both modes natively. On BungeeCord, PacketEvents is only needed when the flag is true.

### AuthMeApi#forceLoginFromProxy(String)

A new API method that lets proxy plugins force a login before the Player object exists, which bypasses the Paper/Folia pre-join dialog. Queue-first ordering keeps it race-safe against AsynchronousJoin. Completion is asynchronous, and the caller is responsible for authenticating the proxy signal. ([#3118](https://github.com/AuthMe/AuthMeReloaded/issues/3118))

### Cancellation messages

Dialog cancellation now has its own translatable messages. The Tatar translation has been updated as well.


## Bug fixes

### Premium and proxy

  • Premium enrollment is finalized in-join on the v3/proxy path in offline-UUID mode, using the same one-shot gate as the login validator. No more double finalization or spurious "premium verification failed" messages.
  • Fixed premium cache handling on the proxy side
  • Premium names sent to the proxy are normalized
  • Pending state is held during premium verification, and a failed attempt now allows a reconnect so /login can be enforced
  • Auto-login carries through to whichever server the player joins next
  • Hardened perform.login handling during server transitions
  • A pending kick is applied after session or proxy auto-login verification, not before
  • Players no longer freeze after /freemium when proxy auto-login is active ([#3105](https://github.com/AuthMe/AuthMeReloaded/issues/3105))
  • Ender pearls are restored for premium users
  • Premium profile creation no longer uses a deprecated API

### Dialogs

  • The pre-join login dialog is suppressed through config-phase auto-login when the player is already authenticated ([#3098](https://github.com/AuthMe/AuthMeReloaded/issues/3098))
  • Players who cancel the login or registration dialog are kicked correctly when that option is enabled
  • The pre-join dialog is cancelled correctly on failure and on the cancel button
  • maxRegPerIp is now checked in the pre-join dialog workflow
  • The premium handshake is deferred if the first player to join cancels the dialog

### General

  • Walk and fly speed are restored correctly on quit, and corrupted speed values are repaired on join
  • Email verification codes are only registered once the email has actually been sent
  • Players are no longer teleported to 0,0,0 after a resetpos


## Breaking changes

  • PermissionsEx and zPermissions support has been removed.** Both have been unmaintained for years. Move to LuckPerms or another supported permissions plugin before updating.

  • Hooks.proxySharedSecret is now mandatory for proxy auto-login.** An empty value no longer falls back to an empty HMAC key. It rejects every perform.login message.


## Internal



## Additional resources

# AuthMe 6.0.1

A maintenance release for the 6.x line. It closes several session-handling holes in the Paper and Folia builds, hardens the proxy and premium bypass paths, and adds a new hash algorithm, a new converter and a new API method.

  • If you run the Paper or Folia jar with pre-join dialogs enabled, update as soon as you can.** See the security section below.

Full changelog: <https://github.com/AuthMe/AuthMeReloaded/compare/6.0.0...6.0.1>


## Security fixes

### Pre-join session takeover on Paper and Folia

This affects the **Paper 1.21+** and **Folia 1.21+** builds on offline-mode servers, when the pre-join login/registration dialog is in use.

The transient state of a pre-join dialog (the password being typed, the registration data, the recovery email, the pending kick message, the force-login future) was stored under the player's UUID. On an offline-mode server, every connection using the same name resolves to the same offline UUID. That meant a second connection opened on a registered player's name shared the state of the connection that was still authenticating, and could read it or wipe it.

Three changes fix this:


### Proxy auto-login with an unset shared secret

Leaving Hooks.proxySharedSecret empty on a backend used to run HMAC verification anyway, with the empty string as the key. That offered no real protection against forged perform.login messages. An empty secret now **rejects every perform.login message** and logs Hooks.proxySharedSecret is not configured. ([5722849](https://github.com/AuthMe/AuthMeReloaded/commit/5722849c))

If you rely on proxy auto-login, copy the proxy-generated secret to every backend before updating. See [proxy configuration](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/proxies/configuration.md).

### Premium claims accepted while premium was disabled

The proxy login validator had no enablePremium gate. A proxy-verified premium claim for a player whose database row still carried a premiumUuid was accepted even after the feature had been turned off on the backend. On top of that, the proxy.started handler skipped sending the premium list when it was empty, so the proxy kept a stale premium_names.cache and went on verifying enrolled players.

Both paths are now gated on the setting, and an empty list is sent as authoritative so the proxy replaces and persists its cache on first contact instead of waiting for a restart. ([0f148bf](https://github.com/AuthMe/AuthMeReloaded/commit/0f148bf6), [5bae6ee](https://github.com/AuthMe/AuthMeReloaded/commit/5bae6ee2), [#3127](https://github.com/AuthMe/AuthMeReloaded/issues/3127))


## New features

### ARGON2ID hash algorithm

ARGON2ID is now available as a recommended passwordHash value. The recent hash implementations have also moved to BouncyCastle. See the [hash algorithms reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/hash_algorithms.md).

### NexAuth converter

You can now migrate accounts from **NexAuth** with /authme converter nexauth. The converter reads plugins/NexAuth/config.conf to work out the storage backend. SQLite is read directly, so no shared database is needed, and MySQL and PostgreSQL are supported too. Premium UUIDs and TOTP secrets are preserved, and players already present in AuthMe are skipped. See the [converters guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/converters.md).

Note that the LibreLogin converter now maps Argon2-ID to ARGON2ID rather than ARGON2.

### premium.keepOfflineUuidCompatibility on the proxy plugins

A new proxy-side flag controls how premium players appear to backend servers. With the default false, premium players keep their Mojang UUID v4. With true, they keep the backend offline UUID v3 for plugin compatibility. Velocity handles both modes natively. On BungeeCord, PacketEvents is only needed when the flag is true.

### AuthMeApi#forceLoginFromProxy(String)

A new API method that lets proxy plugins force a login before the Player object exists, which bypasses the Paper/Folia pre-join dialog. Queue-first ordering keeps it race-safe against AsynchronousJoin. Completion is asynchronous, and the caller is responsible for authenticating the proxy signal. ([#3118](https://github.com/AuthMe/AuthMeReloaded/issues/3118))

### Cancellation messages

Dialog cancellation now has its own translatable messages. The Tatar translation has been updated as well.


## Bug fixes

### Premium and proxy

  • Premium enrollment is finalized in-join on the v3/proxy path in offline-UUID mode, using the same one-shot gate as the login validator. No more double finalization or spurious "premium verification failed" messages.
  • Fixed premium cache handling on the proxy side
  • Premium names sent to the proxy are normalized
  • Pending state is held during premium verification, and a failed attempt now allows a reconnect so /login can be enforced
  • Auto-login carries through to whichever server the player joins next
  • Hardened perform.login handling during server transitions
  • A pending kick is applied after session or proxy auto-login verification, not before
  • Players no longer freeze after /freemium when proxy auto-login is active ([#3105](https://github.com/AuthMe/AuthMeReloaded/issues/3105))
  • Ender pearls are restored for premium users
  • Premium profile creation no longer uses a deprecated API

### Dialogs

  • The pre-join login dialog is suppressed through config-phase auto-login when the player is already authenticated ([#3098](https://github.com/AuthMe/AuthMeReloaded/issues/3098))
  • Players who cancel the login or registration dialog are kicked correctly when that option is enabled
  • The pre-join dialog is cancelled correctly on failure and on the cancel button
  • maxRegPerIp is now checked in the pre-join dialog workflow
  • The premium handshake is deferred if the first player to join cancels the dialog

### General

  • Walk and fly speed are restored correctly on quit, and corrupted speed values are repaired on join
  • Email verification codes are only registered once the email has actually been sent
  • Players are no longer teleported to 0,0,0 after a resetpos


## Breaking changes

  • PermissionsEx and zPermissions support has been removed.** Both have been unmaintained for years. Move to LuckPerms or another supported permissions plugin before updating.

  • Hooks.proxySharedSecret is now mandatory for proxy auto-login.** An empty value no longer falls back to an empty HMAC key. It rejects every perform.login message.


## Internal



## Additional resources

# AuthMe 6.0.1

A maintenance release for the 6.x line. It closes several session-handling holes in the Paper and Folia builds, hardens the proxy and premium bypass paths, and adds a new hash algorithm, a new converter and a new API method.

  • If you run the Paper or Folia jar with pre-join dialogs enabled, update as soon as you can.** See the security section below.

Full changelog: <https://github.com/AuthMe/AuthMeReloaded/compare/6.0.0...6.0.1>


## Security fixes

### Pre-join session takeover on Paper and Folia

This affects the **Paper 1.21+** and **Folia 1.21+** builds on offline-mode servers, when the pre-join login/registration dialog is in use.

The transient state of a pre-join dialog (the password being typed, the registration data, the recovery email, the pending kick message, the force-login future) was stored under the player's UUID. On an offline-mode server, every connection using the same name resolves to the same offline UUID. That meant a second connection opened on a registered player's name shared the state of the connection that was still authenticating, and could read it or wipe it.

Three changes fix this:


### Proxy auto-login with an unset shared secret

Leaving Hooks.proxySharedSecret empty on a backend used to run HMAC verification anyway, with the empty string as the key. That offered no real protection against forged perform.login messages. An empty secret now **rejects every perform.login message** and logs Hooks.proxySharedSecret is not configured. ([5722849](https://github.com/AuthMe/AuthMeReloaded/commit/5722849c))

If you rely on proxy auto-login, copy the proxy-generated secret to every backend before updating. See [proxy configuration](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/proxies/configuration.md).

### Premium claims accepted while premium was disabled

The proxy login validator had no enablePremium gate. A proxy-verified premium claim for a player whose database row still carried a premiumUuid was accepted even after the feature had been turned off on the backend. On top of that, the proxy.started handler skipped sending the premium list when it was empty, so the proxy kept a stale premium_names.cache and went on verifying enrolled players.

Both paths are now gated on the setting, and an empty list is sent as authoritative so the proxy replaces and persists its cache on first contact instead of waiting for a restart. ([0f148bf](https://github.com/AuthMe/AuthMeReloaded/commit/0f148bf6), [5bae6ee](https://github.com/AuthMe/AuthMeReloaded/commit/5bae6ee2), [#3127](https://github.com/AuthMe/AuthMeReloaded/issues/3127))


## New features

### ARGON2ID hash algorithm

ARGON2ID is now available as a recommended passwordHash value. The recent hash implementations have also moved to BouncyCastle. See the [hash algorithms reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/hash_algorithms.md).

### NexAuth converter

You can now migrate accounts from **NexAuth** with /authme converter nexauth. The converter reads plugins/NexAuth/config.conf to work out the storage backend. SQLite is read directly, so no shared database is needed, and MySQL and PostgreSQL are supported too. Premium UUIDs and TOTP secrets are preserved, and players already present in AuthMe are skipped. See the [converters guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/converters.md).

Note that the LibreLogin converter now maps Argon2-ID to ARGON2ID rather than ARGON2.

### premium.keepOfflineUuidCompatibility on the proxy plugins

A new proxy-side flag controls how premium players appear to backend servers. With the default false, premium players keep their Mojang UUID v4. With true, they keep the backend offline UUID v3 for plugin compatibility. Velocity handles both modes natively. On BungeeCord, PacketEvents is only needed when the flag is true.

### AuthMeApi#forceLoginFromProxy(String)

A new API method that lets proxy plugins force a login before the Player object exists, which bypasses the Paper/Folia pre-join dialog. Queue-first ordering keeps it race-safe against AsynchronousJoin. Completion is asynchronous, and the caller is responsible for authenticating the proxy signal. ([#3118](https://github.com/AuthMe/AuthMeReloaded/issues/3118))

### Cancellation messages

Dialog cancellation now has its own translatable messages. The Tatar translation has been updated as well.


## Bug fixes

### Premium and proxy

  • Premium enrollment is finalized in-join on the v3/proxy path in offline-UUID mode, using the same one-shot gate as the login validator. No more double finalization or spurious "premium verification failed" messages.
  • Fixed premium cache handling on the proxy side
  • Premium names sent to the proxy are normalized
  • Pending state is held during premium verification, and a failed attempt now allows a reconnect so /login can be enforced
  • Auto-login carries through to whichever server the player joins next
  • Hardened perform.login handling during server transitions
  • A pending kick is applied after session or proxy auto-login verification, not before
  • Players no longer freeze after /freemium when proxy auto-login is active ([#3105](https://github.com/AuthMe/AuthMeReloaded/issues/3105))
  • Ender pearls are restored for premium users
  • Premium profile creation no longer uses a deprecated API

### Dialogs

  • The pre-join login dialog is suppressed through config-phase auto-login when the player is already authenticated ([#3098](https://github.com/AuthMe/AuthMeReloaded/issues/3098))
  • Players who cancel the login or registration dialog are kicked correctly when that option is enabled
  • The pre-join dialog is cancelled correctly on failure and on the cancel button
  • maxRegPerIp is now checked in the pre-join dialog workflow
  • The premium handshake is deferred if the first player to join cancels the dialog

### General

  • Walk and fly speed are restored correctly on quit, and corrupted speed values are repaired on join
  • Email verification codes are only registered once the email has actually been sent
  • Players are no longer teleported to 0,0,0 after a resetpos


## Breaking changes

  • PermissionsEx and zPermissions support has been removed.** Both have been unmaintained for years. Move to LuckPerms or another supported permissions plugin before updating.

  • Hooks.proxySharedSecret is now mandatory for proxy auto-login.** An empty value no longer falls back to an empty HMAC key. It rejects every perform.login message.


## Internal



## Additional resources

# AuthMe 6.0.0

AuthMe 6.0.0 is a major overhaul focused on modern server compatibility, a cleaner authentication experience, and broader plugin ecosystem support. This is the first stable release of the 6.x line.

## Highlights

### Dedicated builds for every platform

AuthMe now ships as separate, purpose-built jars for each server platform: **Spigot 1.16–1.19**, **Spigot 1.20–1.21+**, **Paper 1.21+** (1.21.11+ recommended for Dialog), and **Folia 1.21+**. Install the jar that matches your server — no further configuration needed to get the right behaviour for your platform.

### Native proxy plugins for BungeeCord and Velocity

Two dedicated proxy plugins are now available, one for **BungeeCord** and one for **Velocity**. They handle authentication state synchronisation between the proxy and backend servers automatically, replacing the previous approach that relied solely on backend-side configuration. See the [proxy configuration guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/proxies/configuration.md) for setup instructions.

### Dialog-based login and registration

On Spigot 1.21.6+ and Paper / Folia 1.21.11+, players are presented with a graphical dialog to log in or register — displayed right as they connect, before they even fully join the server. The dialog is shown in the player's own language.

Several quality-of-life improvements ship with the dialog system:

  • Email recovery in post-join dialogs** — players with a recovery email can trigger password recovery directly from the dialog
  • "Let player in" recovery option** — a new setting allows players to partially join the server to complete account recovery rather than being held at the connection screen
  • Customisable body description** — the body text of login/register dialogs is configurable per server
  • Separate forgot-password dialog** — the forgot-password flow has its own dedicated UI for both pre-join and post-join contexts
  • Register field validation** — pre-join registration dialogs validate fields (password length, email format, etc.) before submission
  • Kick-on-cancel option** — a new setting controls whether players are kicked if they dismiss the pre-join dialog

### Premium bypass with cryptographic Mojang verification

Players with a legitimate Mojang account can skip password authentication entirely. AuthMe verifies their identity via a full cryptographic handshake with Mojang's session server — no password prompt, no dialog box. This closes the spoofing vector that existed when relying solely on username matching.

Three verification modes are supported automatically depending on your setup: direct offline-mode (requires PacketEvents), online-mode proxy (UUID forwarded by the proxy), and offline-mode proxy with the AuthMe proxy plugin. Premium player lists are synchronised automatically and sent in chunks for large servers.

See the [premium bypass guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/premium.md) for full setup instructions.

### Messages in the player's own language

AuthMe serves each player messages in their Minecraft client language, including login/register prompts, help output, and dialogs. When a player's locale is not available it falls back to the server's configured default. See the [translations reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/translations.md) for the full list of supported languages. New in this release: **Tatar** and **Spanish** translations.

### Eight new account importers

The converter system now covers a wide range of authentication plugins. You can migrate accounts from:

  • Auth+**, **LibreLogin**, **LimboAuth**, **nLogin** (including SQLite auto-detection), **OpeNLogin**, **tiAuth**

All importers reuse the AuthMe connection pool and apply consistent UUID handling. See the [converters guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/converters.md) for usage.

### New server spawn priority

A new server value is available for the spawn priority setting. The spawn location is determined by the configured server spawn point with an optional radius so players don't stack on the same block. Falls back to the default spawn location if none is available.

### Email confirmation on change

/email add and /email change now require the player to confirm the new address before it is saved, preventing typos from locking players out of account recovery.

### Separate login and registration timeouts

The single timeout setting has been split into two independent values: loginTimeout and registerTimeout. Existing configurations are migrated automatically — no action required. Full details are in the [configuration reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/config.md).

### New hash algorithm: PBKDF2BASE64

A new PBKDF2BASE64 hash algorithm is now supported. See the [hash algorithms reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/hash_algorithms.md) for details.

### Ender pearls returned on login

Ender pearls thrown before authentication are held and returned to the player's inventory on successful login rather than being lost. Configurable via settings.restrictions.cancelThrownEnderPearlOnJoin.


## Breaking changes

  • Java 17 is now the minimum required version for spigot-legacy.** Servers still running Java 8 or Java 11 must upgrade before installing this release.

  • Java 21 is now the minimum required version for other platforms (Spigot 1.21, Paper, Folia).**

  • PacketEvents** replaces ProtocolLib for inventory protection, tab-complete blocking, and premium bypass in direct-connection mode. Install [PacketEvents 2.x](https://modrinth.com/plugin/packetevents) if you use any of these features — ProtocolLib is no longer used for this purpose.


## Bug fixes

  • Quit location is now correctly saved on disconnect
  • Walk and fly speed are properly reset on auto-login via premium, session, or proxy
  • Admin force-login commands correctly dismiss any open dialog for the target player
  • Proxy auto-login works correctly when the target player is already online
  • Email format is validated before any processing is attempted
  • Email recovery UI is only shown when the email sending system is properly configured
  • TOTP QR codes are generated with a default margin
  • BungeeCord plugin messaging channel is correctly registered on startup
  • Brigadier command registration handles @ characters and awaits proper type resolution
  • Converters correctly insert and update player UUIDs
  • Spawn location Y coordinate is correctly selected in server spawn mode


## Additional resources


# AuthMe 6.0.0

AuthMe 6.0.0 is a major overhaul focused on modern server compatibility, a cleaner authentication experience, and broader plugin ecosystem support. This is the first stable release of the 6.x line.

## Highlights

### Dedicated builds for every platform

AuthMe now ships as separate, purpose-built jars for each server platform: **Spigot 1.16–1.19**, **Spigot 1.20–1.21+**, **Paper 1.21+** (1.21.11+ recommended for Dialog), and **Folia 1.21+**. Install the jar that matches your server — no further configuration needed to get the right behaviour for your platform.

### Native proxy plugins for BungeeCord and Velocity

Two dedicated proxy plugins are now available, one for **BungeeCord** and one for **Velocity**. They handle authentication state synchronisation between the proxy and backend servers automatically, replacing the previous approach that relied solely on backend-side configuration. See the [proxy configuration guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/proxies/configuration.md) for setup instructions.

### Dialog-based login and registration

On Spigot 1.21.6+ and Paper / Folia 1.21.11+, players are presented with a graphical dialog to log in or register — displayed right as they connect, before they even fully join the server. The dialog is shown in the player's own language.

Several quality-of-life improvements ship with the dialog system:

  • Email recovery in post-join dialogs** — players with a recovery email can trigger password recovery directly from the dialog
  • "Let player in" recovery option** — a new setting allows players to partially join the server to complete account recovery rather than being held at the connection screen
  • Customisable body description** — the body text of login/register dialogs is configurable per server
  • Separate forgot-password dialog** — the forgot-password flow has its own dedicated UI for both pre-join and post-join contexts
  • Register field validation** — pre-join registration dialogs validate fields (password length, email format, etc.) before submission
  • Kick-on-cancel option** — a new setting controls whether players are kicked if they dismiss the pre-join dialog

### Premium bypass with cryptographic Mojang verification

Players with a legitimate Mojang account can skip password authentication entirely. AuthMe verifies their identity via a full cryptographic handshake with Mojang's session server — no password prompt, no dialog box. This closes the spoofing vector that existed when relying solely on username matching.

Three verification modes are supported automatically depending on your setup: direct offline-mode (requires PacketEvents), online-mode proxy (UUID forwarded by the proxy), and offline-mode proxy with the AuthMe proxy plugin. Premium player lists are synchronised automatically and sent in chunks for large servers.

See the [premium bypass guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/premium.md) for full setup instructions.

### Messages in the player's own language

AuthMe serves each player messages in their Minecraft client language, including login/register prompts, help output, and dialogs. When a player's locale is not available it falls back to the server's configured default. See the [translations reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/translations.md) for the full list of supported languages. New in this release: **Tatar** and **Spanish** translations.

### Eight new account importers

The converter system now covers a wide range of authentication plugins. You can migrate accounts from:

  • Auth+**, **LibreLogin**, **LimboAuth**, **nLogin** (including SQLite auto-detection), **OpeNLogin**, **tiAuth**

All importers reuse the AuthMe connection pool and apply consistent UUID handling. See the [converters guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/converters.md) for usage.

### New server spawn priority

A new server value is available for the spawn priority setting. The spawn location is determined by the configured server spawn point with an optional radius so players don't stack on the same block. Falls back to the default spawn location if none is available.

### Email confirmation on change

/email add and /email change now require the player to confirm the new address before it is saved, preventing typos from locking players out of account recovery.

### Separate login and registration timeouts

The single timeout setting has been split into two independent values: loginTimeout and registerTimeout. Existing configurations are migrated automatically — no action required. Full details are in the [configuration reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/config.md).

### New hash algorithm: PBKDF2BASE64

A new PBKDF2BASE64 hash algorithm is now supported. See the [hash algorithms reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/hash_algorithms.md) for details.

### Ender pearls returned on login

Ender pearls thrown before authentication are held and returned to the player's inventory on successful login rather than being lost. Configurable via settings.restrictions.cancelThrownEnderPearlOnJoin.


## Breaking changes

  • Java 17 is now the minimum required version for spigot-legacy.** Servers still running Java 8 or Java 11 must upgrade before installing this release.

  • Java 21 is now the minimum required version for other platforms (Spigot 1.21, Paper, Folia).**

  • PacketEvents** replaces ProtocolLib for inventory protection, tab-complete blocking, and premium bypass in direct-connection mode. Install [PacketEvents 2.x](https://modrinth.com/plugin/packetevents) if you use any of these features — ProtocolLib is no longer used for this purpose.


## Bug fixes

  • Quit location is now correctly saved on disconnect
  • Walk and fly speed are properly reset on auto-login via premium, session, or proxy
  • Admin force-login commands correctly dismiss any open dialog for the target player
  • Proxy auto-login works correctly when the target player is already online
  • Email format is validated before any processing is attempted
  • Email recovery UI is only shown when the email sending system is properly configured
  • TOTP QR codes are generated with a default margin
  • BungeeCord plugin messaging channel is correctly registered on startup
  • Brigadier command registration handles @ characters and awaits proper type resolution
  • Converters correctly insert and update player UUIDs
  • Spawn location Y coordinate is correctly selected in server spawn mode


## Additional resources


# AuthMe 6.0.0

AuthMe 6.0.0 is a major overhaul focused on modern server compatibility, a cleaner authentication experience, and broader plugin ecosystem support. This is the first stable release of the 6.x line.

## Highlights

### Dedicated builds for every platform

AuthMe now ships as separate, purpose-built jars for each server platform: **Spigot 1.16–1.19**, **Spigot 1.20–1.21+**, **Paper 1.21+** (1.21.11+ recommended for Dialog), and **Folia 1.21+**. Install the jar that matches your server — no further configuration needed to get the right behaviour for your platform.

### Native proxy plugins for BungeeCord and Velocity

Two dedicated proxy plugins are now available, one for **BungeeCord** and one for **Velocity**. They handle authentication state synchronisation between the proxy and backend servers automatically, replacing the previous approach that relied solely on backend-side configuration. See the [proxy configuration guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/proxies/configuration.md) for setup instructions.

### Dialog-based login and registration

On Spigot 1.21.6+ and Paper / Folia 1.21.11+, players are presented with a graphical dialog to log in or register — displayed right as they connect, before they even fully join the server. The dialog is shown in the player's own language.

Several quality-of-life improvements ship with the dialog system:

  • Email recovery in post-join dialogs** — players with a recovery email can trigger password recovery directly from the dialog
  • "Let player in" recovery option** — a new setting allows players to partially join the server to complete account recovery rather than being held at the connection screen
  • Customisable body description** — the body text of login/register dialogs is configurable per server
  • Separate forgot-password dialog** — the forgot-password flow has its own dedicated UI for both pre-join and post-join contexts
  • Register field validation** — pre-join registration dialogs validate fields (password length, email format, etc.) before submission
  • Kick-on-cancel option** — a new setting controls whether players are kicked if they dismiss the pre-join dialog

### Premium bypass with cryptographic Mojang verification

Players with a legitimate Mojang account can skip password authentication entirely. AuthMe verifies their identity via a full cryptographic handshake with Mojang's session server — no password prompt, no dialog box. This closes the spoofing vector that existed when relying solely on username matching.

Three verification modes are supported automatically depending on your setup: direct offline-mode (requires PacketEvents), online-mode proxy (UUID forwarded by the proxy), and offline-mode proxy with the AuthMe proxy plugin. Premium player lists are synchronised automatically and sent in chunks for large servers.

See the [premium bypass guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/premium.md) for full setup instructions.

### Messages in the player's own language

AuthMe serves each player messages in their Minecraft client language, including login/register prompts, help output, and dialogs. When a player's locale is not available it falls back to the server's configured default. See the [translations reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/translations.md) for the full list of supported languages. New in this release: **Tatar** and **Spanish** translations.

### Eight new account importers

The converter system now covers a wide range of authentication plugins. You can migrate accounts from:

  • Auth+**, **LibreLogin**, **LimboAuth**, **nLogin** (including SQLite auto-detection), **OpeNLogin**, **tiAuth**

All importers reuse the AuthMe connection pool and apply consistent UUID handling. See the [converters guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/converters.md) for usage.

### New server spawn priority

A new server value is available for the spawn priority setting. The spawn location is determined by the configured server spawn point with an optional radius so players don't stack on the same block. Falls back to the default spawn location if none is available.

### Email confirmation on change

/email add and /email change now require the player to confirm the new address before it is saved, preventing typos from locking players out of account recovery.

### Separate login and registration timeouts

The single timeout setting has been split into two independent values: loginTimeout and registerTimeout. Existing configurations are migrated automatically — no action required. Full details are in the [configuration reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/config.md).

### New hash algorithm: PBKDF2BASE64

A new PBKDF2BASE64 hash algorithm is now supported. See the [hash algorithms reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/hash_algorithms.md) for details.

### Ender pearls returned on login

Ender pearls thrown before authentication are held and returned to the player's inventory on successful login rather than being lost. Configurable via settings.restrictions.cancelThrownEnderPearlOnJoin.


## Breaking changes

  • Java 17 is now the minimum required version for spigot-legacy.** Servers still running Java 8 or Java 11 must upgrade before installing this release.

  • Java 21 is now the minimum required version for other platforms (Spigot 1.21, Paper, Folia).**

  • PacketEvents** replaces ProtocolLib for inventory protection, tab-complete blocking, and premium bypass in direct-connection mode. Install [PacketEvents 2.x](https://modrinth.com/plugin/packetevents) if you use any of these features — ProtocolLib is no longer used for this purpose.


## Bug fixes

  • Quit location is now correctly saved on disconnect
  • Walk and fly speed are properly reset on auto-login via premium, session, or proxy
  • Admin force-login commands correctly dismiss any open dialog for the target player
  • Proxy auto-login works correctly when the target player is already online
  • Email format is validated before any processing is attempted
  • Email recovery UI is only shown when the email sending system is properly configured
  • TOTP QR codes are generated with a default margin
  • BungeeCord plugin messaging channel is correctly registered on startup
  • Brigadier command registration handles @ characters and awaits proper type resolution
  • Converters correctly insert and update player UUIDs
  • Spawn location Y coordinate is correctly selected in server spawn mode


## Additional resources


# AuthMe 6.0.0

AuthMe 6.0.0 is a major overhaul focused on modern server compatibility, a cleaner authentication experience, and broader plugin ecosystem support. This is the first stable release of the 6.x line.

## Highlights

### Dedicated builds for every platform

AuthMe now ships as separate, purpose-built jars for each server platform: **Spigot 1.16–1.19**, **Spigot 1.20–1.21+**, **Paper 1.21+** (1.21.11+ recommended for Dialog), and **Folia 1.21+**. Install the jar that matches your server — no further configuration needed to get the right behaviour for your platform.

### Native proxy plugins for BungeeCord and Velocity

Two dedicated proxy plugins are now available, one for **BungeeCord** and one for **Velocity**. They handle authentication state synchronisation between the proxy and backend servers automatically, replacing the previous approach that relied solely on backend-side configuration. See the [proxy configuration guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/proxies/configuration.md) for setup instructions.

### Dialog-based login and registration

On Spigot 1.21.6+ and Paper / Folia 1.21.11+, players are presented with a graphical dialog to log in or register — displayed right as they connect, before they even fully join the server. The dialog is shown in the player's own language.

Several quality-of-life improvements ship with the dialog system:

  • Email recovery in post-join dialogs** — players with a recovery email can trigger password recovery directly from the dialog
  • "Let player in" recovery option** — a new setting allows players to partially join the server to complete account recovery rather than being held at the connection screen
  • Customisable body description** — the body text of login/register dialogs is configurable per server
  • Separate forgot-password dialog** — the forgot-password flow has its own dedicated UI for both pre-join and post-join contexts
  • Register field validation** — pre-join registration dialogs validate fields (password length, email format, etc.) before submission
  • Kick-on-cancel option** — a new setting controls whether players are kicked if they dismiss the pre-join dialog

### Premium bypass with cryptographic Mojang verification

Players with a legitimate Mojang account can skip password authentication entirely. AuthMe verifies their identity via a full cryptographic handshake with Mojang's session server — no password prompt, no dialog box. This closes the spoofing vector that existed when relying solely on username matching.

Three verification modes are supported automatically depending on your setup: direct offline-mode (requires PacketEvents), online-mode proxy (UUID forwarded by the proxy), and offline-mode proxy with the AuthMe proxy plugin. Premium player lists are synchronised automatically and sent in chunks for large servers.

See the [premium bypass guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/premium.md) for full setup instructions.

### Messages in the player's own language

AuthMe serves each player messages in their Minecraft client language, including login/register prompts, help output, and dialogs. When a player's locale is not available it falls back to the server's configured default. See the [translations reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/translations.md) for the full list of supported languages. New in this release: **Tatar** and **Spanish** translations.

### Eight new account importers

The converter system now covers a wide range of authentication plugins. You can migrate accounts from:

  • Auth+**, **LibreLogin**, **LimboAuth**, **nLogin** (including SQLite auto-detection), **OpeNLogin**, **tiAuth**

All importers reuse the AuthMe connection pool and apply consistent UUID handling. See the [converters guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/converters.md) for usage.

### New server spawn priority

A new server value is available for the spawn priority setting. The spawn location is determined by the configured server spawn point with an optional radius so players don't stack on the same block. Falls back to the default spawn location if none is available.

### Email confirmation on change

/email add and /email change now require the player to confirm the new address before it is saved, preventing typos from locking players out of account recovery.

### Separate login and registration timeouts

The single timeout setting has been split into two independent values: loginTimeout and registerTimeout. Existing configurations are migrated automatically — no action required. Full details are in the [configuration reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/config.md).

### New hash algorithm: PBKDF2BASE64

A new PBKDF2BASE64 hash algorithm is now supported. See the [hash algorithms reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/hash_algorithms.md) for details.

### Ender pearls returned on login

Ender pearls thrown before authentication are held and returned to the player's inventory on successful login rather than being lost. Configurable via settings.restrictions.cancelThrownEnderPearlOnJoin.


## Breaking changes

  • Java 17 is now the minimum required version for spigot-legacy.** Servers still running Java 8 or Java 11 must upgrade before installing this release.

  • Java 21 is now the minimum required version for other platforms (Spigot 1.21, Paper, Folia).**

  • PacketEvents** replaces ProtocolLib for inventory protection, tab-complete blocking, and premium bypass in direct-connection mode. Install [PacketEvents 2.x](https://modrinth.com/plugin/packetevents) if you use any of these features — ProtocolLib is no longer used for this purpose.


## Bug fixes

  • Quit location is now correctly saved on disconnect
  • Walk and fly speed are properly reset on auto-login via premium, session, or proxy
  • Admin force-login commands correctly dismiss any open dialog for the target player
  • Proxy auto-login works correctly when the target player is already online
  • Email format is validated before any processing is attempted
  • Email recovery UI is only shown when the email sending system is properly configured
  • TOTP QR codes are generated with a default margin
  • BungeeCord plugin messaging channel is correctly registered on startup
  • Brigadier command registration handles @ characters and awaits proper type resolution
  • Converters correctly insert and update player UUIDs
  • Spawn location Y coordinate is correctly selected in server spawn mode


## Additional resources


# AuthMe 6.0.0

AuthMe 6.0.0 is a major overhaul focused on modern server compatibility, a cleaner authentication experience, and broader plugin ecosystem support. This is the first stable release of the 6.x line.

## Highlights

### Dedicated builds for every platform

AuthMe now ships as separate, purpose-built jars for each server platform: **Spigot 1.16–1.19**, **Spigot 1.20–1.21+**, **Paper 1.21+** (1.21.11+ recommended for Dialog), and **Folia 1.21+**. Install the jar that matches your server — no further configuration needed to get the right behaviour for your platform.

### Native proxy plugins for BungeeCord and Velocity

Two dedicated proxy plugins are now available, one for **BungeeCord** and one for **Velocity**. They handle authentication state synchronisation between the proxy and backend servers automatically, replacing the previous approach that relied solely on backend-side configuration. See the [proxy configuration guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/proxies/configuration.md) for setup instructions.

### Dialog-based login and registration

On Spigot 1.21.6+ and Paper / Folia 1.21.11+, players are presented with a graphical dialog to log in or register — displayed right as they connect, before they even fully join the server. The dialog is shown in the player's own language.

Several quality-of-life improvements ship with the dialog system:

  • Email recovery in post-join dialogs** — players with a recovery email can trigger password recovery directly from the dialog
  • "Let player in" recovery option** — a new setting allows players to partially join the server to complete account recovery rather than being held at the connection screen
  • Customisable body description** — the body text of login/register dialogs is configurable per server
  • Separate forgot-password dialog** — the forgot-password flow has its own dedicated UI for both pre-join and post-join contexts
  • Register field validation** — pre-join registration dialogs validate fields (password length, email format, etc.) before submission
  • Kick-on-cancel option** — a new setting controls whether players are kicked if they dismiss the pre-join dialog

### Premium bypass with cryptographic Mojang verification

Players with a legitimate Mojang account can skip password authentication entirely. AuthMe verifies their identity via a full cryptographic handshake with Mojang's session server — no password prompt, no dialog box. This closes the spoofing vector that existed when relying solely on username matching.

Three verification modes are supported automatically depending on your setup: direct offline-mode (requires PacketEvents), online-mode proxy (UUID forwarded by the proxy), and offline-mode proxy with the AuthMe proxy plugin. Premium player lists are synchronised automatically and sent in chunks for large servers.

See the [premium bypass guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/premium.md) for full setup instructions.

### Messages in the player's own language

AuthMe serves each player messages in their Minecraft client language, including login/register prompts, help output, and dialogs. When a player's locale is not available it falls back to the server's configured default. See the [translations reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/translations.md) for the full list of supported languages. New in this release: **Tatar** and **Spanish** translations.

### Eight new account importers

The converter system now covers a wide range of authentication plugins. You can migrate accounts from:

  • Auth+**, **LibreLogin**, **LimboAuth**, **nLogin** (including SQLite auto-detection), **OpeNLogin**, **tiAuth**

All importers reuse the AuthMe connection pool and apply consistent UUID handling. See the [converters guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/converters.md) for usage.

### New server spawn priority

A new server value is available for the spawn priority setting. The spawn location is determined by the configured server spawn point with an optional radius so players don't stack on the same block. Falls back to the default spawn location if none is available.

### Email confirmation on change

/email add and /email change now require the player to confirm the new address before it is saved, preventing typos from locking players out of account recovery.

### Separate login and registration timeouts

The single timeout setting has been split into two independent values: loginTimeout and registerTimeout. Existing configurations are migrated automatically — no action required. Full details are in the [configuration reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/config.md).

### New hash algorithm: PBKDF2BASE64

A new PBKDF2BASE64 hash algorithm is now supported. See the [hash algorithms reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/hash_algorithms.md) for details.

### Ender pearls returned on login

Ender pearls thrown before authentication are held and returned to the player's inventory on successful login rather than being lost. Configurable via settings.restrictions.cancelThrownEnderPearlOnJoin.


## Breaking changes

  • Java 17 is now the minimum required version for spigot-legacy.** Servers still running Java 8 or Java 11 must upgrade before installing this release.

  • Java 21 is now the minimum required version for other platforms (Spigot 1.21, Paper, Folia).**

  • PacketEvents** replaces ProtocolLib for inventory protection, tab-complete blocking, and premium bypass in direct-connection mode. Install [PacketEvents 2.x](https://modrinth.com/plugin/packetevents) if you use any of these features — ProtocolLib is no longer used for this purpose.


## Bug fixes

  • Quit location is now correctly saved on disconnect
  • Walk and fly speed are properly reset on auto-login via premium, session, or proxy
  • Admin force-login commands correctly dismiss any open dialog for the target player
  • Proxy auto-login works correctly when the target player is already online
  • Email format is validated before any processing is attempted
  • Email recovery UI is only shown when the email sending system is properly configured
  • TOTP QR codes are generated with a default margin
  • BungeeCord plugin messaging channel is correctly registered on startup
  • Brigadier command registration handles @ characters and awaits proper type resolution
  • Converters correctly insert and update player UUIDs
  • Spawn location Y coordinate is correctly selected in server spawn mode


## Additional resources


# AuthMe 6.0.0

AuthMe 6.0.0 is a major overhaul focused on modern server compatibility, a cleaner authentication experience, and broader plugin ecosystem support. This is the first stable release of the 6.x line.

## Highlights

### Dedicated builds for every platform

AuthMe now ships as separate, purpose-built jars for each server platform: **Spigot 1.16–1.19**, **Spigot 1.20–1.21+**, **Paper 1.21+** (1.21.11+ recommended for Dialog), and **Folia 1.21+**. Install the jar that matches your server — no further configuration needed to get the right behaviour for your platform.

### Native proxy plugins for BungeeCord and Velocity

Two dedicated proxy plugins are now available, one for **BungeeCord** and one for **Velocity**. They handle authentication state synchronisation between the proxy and backend servers automatically, replacing the previous approach that relied solely on backend-side configuration. See the [proxy configuration guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/proxies/configuration.md) for setup instructions.

### Dialog-based login and registration

On Spigot 1.21.6+ and Paper / Folia 1.21.11+, players are presented with a graphical dialog to log in or register — displayed right as they connect, before they even fully join the server. The dialog is shown in the player's own language.

Several quality-of-life improvements ship with the dialog system:

  • Email recovery in post-join dialogs** — players with a recovery email can trigger password recovery directly from the dialog
  • "Let player in" recovery option** — a new setting allows players to partially join the server to complete account recovery rather than being held at the connection screen
  • Customisable body description** — the body text of login/register dialogs is configurable per server
  • Separate forgot-password dialog** — the forgot-password flow has its own dedicated UI for both pre-join and post-join contexts
  • Register field validation** — pre-join registration dialogs validate fields (password length, email format, etc.) before submission
  • Kick-on-cancel option** — a new setting controls whether players are kicked if they dismiss the pre-join dialog

### Premium bypass with cryptographic Mojang verification

Players with a legitimate Mojang account can skip password authentication entirely. AuthMe verifies their identity via a full cryptographic handshake with Mojang's session server — no password prompt, no dialog box. This closes the spoofing vector that existed when relying solely on username matching.

Three verification modes are supported automatically depending on your setup: direct offline-mode (requires PacketEvents), online-mode proxy (UUID forwarded by the proxy), and offline-mode proxy with the AuthMe proxy plugin. Premium player lists are synchronised automatically and sent in chunks for large servers.

See the [premium bypass guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/premium.md) for full setup instructions.

### Messages in the player's own language

AuthMe serves each player messages in their Minecraft client language, including login/register prompts, help output, and dialogs. When a player's locale is not available it falls back to the server's configured default. See the [translations reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/translations.md) for the full list of supported languages. New in this release: **Tatar** and **Spanish** translations.

### Eight new account importers

The converter system now covers a wide range of authentication plugins. You can migrate accounts from:

  • Auth+**, **LibreLogin**, **LimboAuth**, **nLogin** (including SQLite auto-detection), **OpeNLogin**, **tiAuth**

All importers reuse the AuthMe connection pool and apply consistent UUID handling. See the [converters guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/converters.md) for usage.

### New server spawn priority

A new server value is available for the spawn priority setting. The spawn location is determined by the configured server spawn point with an optional radius so players don't stack on the same block. Falls back to the default spawn location if none is available.

### Email confirmation on change

/email add and /email change now require the player to confirm the new address before it is saved, preventing typos from locking players out of account recovery.

### Separate login and registration timeouts

The single timeout setting has been split into two independent values: loginTimeout and registerTimeout. Existing configurations are migrated automatically — no action required. Full details are in the [configuration reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/config.md).

### New hash algorithm: PBKDF2BASE64

A new PBKDF2BASE64 hash algorithm is now supported. See the [hash algorithms reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/hash_algorithms.md) for details.

### Ender pearls returned on login

Ender pearls thrown before authentication are held and returned to the player's inventory on successful login rather than being lost. Configurable via settings.restrictions.cancelThrownEnderPearlOnJoin.


## Breaking changes

  • Java 17 is now the minimum required version for spigot-legacy.** Servers still running Java 8 or Java 11 must upgrade before installing this release.

  • Java 21 is now the minimum required version for other platforms (Spigot 1.21, Paper, Folia).**

  • PacketEvents** replaces ProtocolLib for inventory protection, tab-complete blocking, and premium bypass in direct-connection mode. Install [PacketEvents 2.x](https://modrinth.com/plugin/packetevents) if you use any of these features — ProtocolLib is no longer used for this purpose.


## Bug fixes

  • Quit location is now correctly saved on disconnect
  • Walk and fly speed are properly reset on auto-login via premium, session, or proxy
  • Admin force-login commands correctly dismiss any open dialog for the target player
  • Proxy auto-login works correctly when the target player is already online
  • Email format is validated before any processing is attempted
  • Email recovery UI is only shown when the email sending system is properly configured
  • TOTP QR codes are generated with a default margin
  • BungeeCord plugin messaging channel is correctly registered on startup
  • Brigadier command registration handles @ characters and awaits proper type resolution
  • Converters correctly insert and update player UUIDs
  • Spawn location Y coordinate is correctly selected in server spawn mode


## Additional resources


# AuthMe 6.0.0-R1 - Release Candidate

This update brings a smoother, more modern AuthMe experience for both server owners and players. The focus of this release is simple: better support for modern server setups, a cleaner login flow, and more flexibility for server customization.

## Highlights

### Dedicated builds for every platform

AuthMe now ships as separate, purpose-built jars for each server platform: **Spigot 1.16–1.19**, **Spigot 1.20–1.21**, **Paper 1.21+**, and **Folia 1.21+**. Install the jar that matches your server — no further configuration needed to get the right behaviour for your platform.

### Native proxy plugins for BungeeCord and Velocity

Two new dedicated proxy plugins are now available, one for **BungeeCord** and one for **Velocity**. They handle authentication state synchronisation between the proxy and your backend servers automatically, replacing the previous approach that relied solely on backend-side configuration. See the [proxy configuration guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/proxies/configuration.md) for setup instructions.

### Dialog-based login and registration

On Spigot 1.21.6+ and Paper / Folia 1.21.11+, players are presented with a graphical dialog to log in or register — displayed right as they connect, before they even fully join the server. The dialog is shown in the server's configured language.

### Messages in the player's own language

AuthMe can now automatically serve each player messages in their Minecraft client language. When a player's locale is not available, it falls back cleanly to the server's configured default. See the [translations reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/translations.md) for the full list of supported languages.

### Separate login and registration timeouts

The single timeout setting has been split into two independent values: loginTimeout and registerTimeout. Existing configurations are migrated automatically — no action required. Full details are in the [configuration reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/config.md).

### New hash algorithm and Auth+ account importer

A new PBKDF2BASE64 hash algorithm is now supported. An importer for accounts from the **Auth+** plugin is also included. See the [hash algorithms reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/hash_algorithms.md) and the [converters guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/converters.md) for details.

### Ender pearls returned on login

Ender pearls thrown before authentication are held and returned to the player's inventory on successful login, rather than being lost. This behaviour is configurable via settings.restrictions.cancelThrownEnderPearlOnJoin.

## Breaking changes

  • Java 17 is now the minimum required version.** Servers still running Java 8 or Java 11 must upgrade before installing this release.

  • PacketEvents** replaces ProtocolLib for inventory protection and tab-complete blocking. If you used those features with ProtocolLib, install [PacketEvents](https://modrinth.com/plugin/packetevents) as an optional dependency instead — ProtocolLib is no longer used for this purpose.

## Additional resources


# AuthMe 6.0.0-R1 - Release Candidate

This update brings a smoother, more modern AuthMe experience for both server owners and players. The focus of this release is simple: better support for modern server setups, a cleaner login flow, and more flexibility for server customization.

## Highlights

### Dedicated builds for every platform

AuthMe now ships as separate, purpose-built jars for each server platform: **Spigot 1.16–1.19**, **Spigot 1.20–1.21**, **Paper 1.21+**, and **Folia 1.21+**. Install the jar that matches your server — no further configuration needed to get the right behaviour for your platform.

### Native proxy plugins for BungeeCord and Velocity

Two new dedicated proxy plugins are now available, one for **BungeeCord** and one for **Velocity**. They handle authentication state synchronisation between the proxy and your backend servers automatically, replacing the previous approach that relied solely on backend-side configuration. See the [proxy configuration guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/proxies/configuration.md) for setup instructions.

### Dialog-based login and registration

On Spigot 1.21.6+ and Paper / Folia 1.21.11+, players are presented with a graphical dialog to log in or register — displayed right as they connect, before they even fully join the server. The dialog is shown in the server's configured language.

### Messages in the player's own language

AuthMe can now automatically serve each player messages in their Minecraft client language. When a player's locale is not available, it falls back cleanly to the server's configured default. See the [translations reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/translations.md) for the full list of supported languages.

### Separate login and registration timeouts

The single timeout setting has been split into two independent values: loginTimeout and registerTimeout. Existing configurations are migrated automatically — no action required. Full details are in the [configuration reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/config.md).

### New hash algorithm and Auth+ account importer

A new PBKDF2BASE64 hash algorithm is now supported. An importer for accounts from the **Auth+** plugin is also included. See the [hash algorithms reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/hash_algorithms.md) and the [converters guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/converters.md) for details.

### Ender pearls returned on login

Ender pearls thrown before authentication are held and returned to the player's inventory on successful login, rather than being lost. This behaviour is configurable via settings.restrictions.cancelThrownEnderPearlOnJoin.

## Breaking changes

  • Java 17 is now the minimum required version.** Servers still running Java 8 or Java 11 must upgrade before installing this release.

  • PacketEvents** replaces ProtocolLib for inventory protection and tab-complete blocking. If you used those features with ProtocolLib, install [PacketEvents](https://modrinth.com/plugin/packetevents) as an optional dependency instead — ProtocolLib is no longer used for this purpose.

## Additional resources


# AuthMe 6.0.0-R1 - Release Candidate

This update brings a smoother, more modern AuthMe experience for both server owners and players. The focus of this release is simple: better support for modern server setups, a cleaner login flow, and more flexibility for server customization.

## Highlights

### Dedicated builds for every platform

AuthMe now ships as separate, purpose-built jars for each server platform: **Spigot 1.16–1.19**, **Spigot 1.20–1.21**, **Paper 1.21+**, and **Folia 1.21+**. Install the jar that matches your server — no further configuration needed to get the right behaviour for your platform.

### Native proxy plugins for BungeeCord and Velocity

Two new dedicated proxy plugins are now available, one for **BungeeCord** and one for **Velocity**. They handle authentication state synchronisation between the proxy and your backend servers automatically, replacing the previous approach that relied solely on backend-side configuration. See the [proxy configuration guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/proxies/configuration.md) for setup instructions.

### Dialog-based login and registration

On Spigot 1.21.6+ and Paper / Folia 1.21.11+, players are presented with a graphical dialog to log in or register — displayed right as they connect, before they even fully join the server. The dialog is shown in the server's configured language.

### Messages in the player's own language

AuthMe can now automatically serve each player messages in their Minecraft client language. When a player's locale is not available, it falls back cleanly to the server's configured default. See the [translations reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/translations.md) for the full list of supported languages.

### Separate login and registration timeouts

The single timeout setting has been split into two independent values: loginTimeout and registerTimeout. Existing configurations are migrated automatically — no action required. Full details are in the [configuration reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/config.md).

### New hash algorithm and Auth+ account importer

A new PBKDF2BASE64 hash algorithm is now supported. An importer for accounts from the **Auth+** plugin is also included. See the [hash algorithms reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/hash_algorithms.md) and the [converters guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/converters.md) for details.

### Ender pearls returned on login

Ender pearls thrown before authentication are held and returned to the player's inventory on successful login, rather than being lost. This behaviour is configurable via settings.restrictions.cancelThrownEnderPearlOnJoin.

## Breaking changes

  • Java 17 is now the minimum required version.** Servers still running Java 8 or Java 11 must upgrade before installing this release.

  • PacketEvents** replaces ProtocolLib for inventory protection and tab-complete blocking. If you used those features with ProtocolLib, install [PacketEvents](https://modrinth.com/plugin/packetevents) as an optional dependency instead — ProtocolLib is no longer used for this purpose.

## Additional resources


# AuthMe 6.0.0-R1 - Release Candidate

This update brings a smoother, more modern AuthMe experience for both server owners and players. The focus of this release is simple: better support for modern server setups, a cleaner login flow, and more flexibility for server customization.

## Highlights

### Dedicated builds for every platform

AuthMe now ships as separate, purpose-built jars for each server platform: **Spigot 1.16–1.19**, **Spigot 1.20–1.21**, **Paper 1.21+**, and **Folia 1.21+**. Install the jar that matches your server — no further configuration needed to get the right behaviour for your platform.

### Native proxy plugins for BungeeCord and Velocity

Two new dedicated proxy plugins are now available, one for **BungeeCord** and one for **Velocity**. They handle authentication state synchronisation between the proxy and your backend servers automatically, replacing the previous approach that relied solely on backend-side configuration. See the [proxy configuration guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/proxies/configuration.md) for setup instructions.

### Dialog-based login and registration

On Spigot 1.21.6+ and Paper / Folia 1.21.11+, players are presented with a graphical dialog to log in or register — displayed right as they connect, before they even fully join the server. The dialog is shown in the server's configured language.

### Messages in the player's own language

AuthMe can now automatically serve each player messages in their Minecraft client language. When a player's locale is not available, it falls back cleanly to the server's configured default. See the [translations reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/translations.md) for the full list of supported languages.

### Separate login and registration timeouts

The single timeout setting has been split into two independent values: loginTimeout and registerTimeout. Existing configurations are migrated automatically — no action required. Full details are in the [configuration reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/config.md).

### New hash algorithm and Auth+ account importer

A new PBKDF2BASE64 hash algorithm is now supported. An importer for accounts from the **Auth+** plugin is also included. See the [hash algorithms reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/hash_algorithms.md) and the [converters guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/converters.md) for details.

### Ender pearls returned on login

Ender pearls thrown before authentication are held and returned to the player's inventory on successful login, rather than being lost. This behaviour is configurable via settings.restrictions.cancelThrownEnderPearlOnJoin.

## Breaking changes

  • Java 17 is now the minimum required version.** Servers still running Java 8 or Java 11 must upgrade before installing this release.

  • PacketEvents** replaces ProtocolLib for inventory protection and tab-complete blocking. If you used those features with ProtocolLib, install [PacketEvents](https://modrinth.com/plugin/packetevents) as an optional dependency instead — ProtocolLib is no longer used for this purpose.

## Additional resources


# AuthMe 6.0.0-R1 - Release Candidate

This update brings a smoother, more modern AuthMe experience for both server owners and players. The focus of this release is simple: better support for modern server setups, a cleaner login flow, and more flexibility for server customization.

## Highlights

### Dedicated builds for every platform

AuthMe now ships as separate, purpose-built jars for each server platform: **Spigot 1.16–1.19**, **Spigot 1.20–1.21**, **Paper 1.21+**, and **Folia 1.21+**. Install the jar that matches your server — no further configuration needed to get the right behaviour for your platform.

### Native proxy plugins for BungeeCord and Velocity

Two new dedicated proxy plugins are now available, one for **BungeeCord** and one for **Velocity**. They handle authentication state synchronisation between the proxy and your backend servers automatically, replacing the previous approach that relied solely on backend-side configuration. See the [proxy configuration guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/proxies/configuration.md) for setup instructions.

### Dialog-based login and registration

On Spigot 1.21.6+ and Paper / Folia 1.21.11+, players are presented with a graphical dialog to log in or register — displayed right as they connect, before they even fully join the server. The dialog is shown in the server's configured language.

### Messages in the player's own language

AuthMe can now automatically serve each player messages in their Minecraft client language. When a player's locale is not available, it falls back cleanly to the server's configured default. See the [translations reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/translations.md) for the full list of supported languages.

### Separate login and registration timeouts

The single timeout setting has been split into two independent values: loginTimeout and registerTimeout. Existing configurations are migrated automatically — no action required. Full details are in the [configuration reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/config.md).

### New hash algorithm and Auth+ account importer

A new PBKDF2BASE64 hash algorithm is now supported. An importer for accounts from the **Auth+** plugin is also included. See the [hash algorithms reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/hash_algorithms.md) and the [converters guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/converters.md) for details.

### Ender pearls returned on login

Ender pearls thrown before authentication are held and returned to the player's inventory on successful login, rather than being lost. This behaviour is configurable via settings.restrictions.cancelThrownEnderPearlOnJoin.

## Breaking changes

  • Java 17 is now the minimum required version.** Servers still running Java 8 or Java 11 must upgrade before installing this release.

  • PacketEvents** replaces ProtocolLib for inventory protection and tab-complete blocking. If you used those features with ProtocolLib, install [PacketEvents](https://modrinth.com/plugin/packetevents) as an optional dependency instead — ProtocolLib is no longer used for this purpose.

## Additional resources


# AuthMe 6.0.0-R1 - Release Candidate

This update brings a smoother, more modern AuthMe experience for both server owners and players. The focus of this release is simple: better support for modern server setups, a cleaner login flow, and more flexibility for server customization.

## Highlights

### Dedicated builds for every platform

AuthMe now ships as separate, purpose-built jars for each server platform: **Spigot 1.16–1.19**, **Spigot 1.20–1.21**, **Paper 1.21+**, and **Folia 1.21+**. Install the jar that matches your server — no further configuration needed to get the right behaviour for your platform.

### Native proxy plugins for BungeeCord and Velocity

Two new dedicated proxy plugins are now available, one for **BungeeCord** and one for **Velocity**. They handle authentication state synchronisation between the proxy and your backend servers automatically, replacing the previous approach that relied solely on backend-side configuration. See the [proxy configuration guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/proxies/configuration.md) for setup instructions.

### Dialog-based login and registration

On Spigot 1.21.6+ and Paper / Folia 1.21.11+, players are presented with a graphical dialog to log in or register — displayed right as they connect, before they even fully join the server. The dialog is shown in the server's configured language.

### Messages in the player's own language

AuthMe can now automatically serve each player messages in their Minecraft client language. When a player's locale is not available, it falls back cleanly to the server's configured default. See the [translations reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/translations.md) for the full list of supported languages.

### Separate login and registration timeouts

The single timeout setting has been split into two independent values: loginTimeout and registerTimeout. Existing configurations are migrated automatically — no action required. Full details are in the [configuration reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/config.md).

### New hash algorithm and Auth+ account importer

A new PBKDF2BASE64 hash algorithm is now supported. An importer for accounts from the **Auth+** plugin is also included. See the [hash algorithms reference](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/hash_algorithms.md) and the [converters guide](https://github.com/AuthMe/AuthMeReloaded/tree/master/docs/converters.md) for details.

### Ender pearls returned on login

Ender pearls thrown before authentication are held and returned to the player's inventory on successful login, rather than being lost. This behaviour is configurable via settings.restrictions.cancelThrownEnderPearlOnJoin.

## Breaking changes

  • Java 17 is now the minimum required version.** Servers still running Java 8 or Java 11 must upgrade before installing this release.

  • PacketEvents** replaces ProtocolLib for inventory protection and tab-complete blocking. If you used those features with ProtocolLib, install [PacketEvents](https://modrinth.com/plugin/packetevents) as an optional dependency instead — ProtocolLib is no longer used for this purpose.

## Additional resources


[5.7.0] 5.7.0 by Unknown on Oct 12, 2026
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# AuthMe 5.7.0

This release focuses on stability, reconnect handling, mail reliability, and cleanup of long-deprecated code, while also improving localization support across
commands.

## Breaking changes

  • Java 17 is now required for AuthMe
5.7.0.
  • Legacy xAuth and Whirlpool support has been removed. If your server still depends on those old hash formats, migrate before upgrading.

## Improvements

  • Replaced hardcoded command strings with translatable MessageKey entries, improving localization coverage.
  • Restored thrown ender pearls and mounted vehicles more reliably after reconnect.
  • Enforced name/IP restrictions earlier during AsyncPlayerPreLoginEvent for better protection.

## Fixes

  • Fixed stale disk limbo data when a player quits before limbo is fully created.
  • Fixed concurrent access issues affecting SQLite, timed counters, logout flow, and mail handling.
  • Prevented SMTP sending from freezing the main server thread by dispatching mail work asynchronously.
  • Corrected SSL/TLS handling for mail delivery and added the Email.sslCheckServerIdentity setting.
  • Fixed teleport edge cases, including the y = 0 bug and spawn handling for unregistered players when registration is not forced.
  • Fixed AccountsCommand self-lookup to use the correct self-owned accounts message.

## Maintenance

  • Updated dependencies and build tooling.
  • Refreshed CI compatibility, including ProtocolLib
5.3.0 and Multiverse 4.3.16 updates
[5.6.0] 5.6.0 by Unknown on Oct 12, 2026
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AuthMeReloaded 5.6.0 Release Notes

We're excited to announce the release of AuthMeReloaded 5.6.0! This update brings significant improvements and new features, enhancing compatibility, security, and overall functionality. Below is a detailed breakdown of what's new, updated, and fixed in this version.

Thank you for your continued support and contributions to AuthMeReloaded! We hope you enjoy the new features and improvements in this release.

Changelog

### New Features


### Updated Features


### Bug Fixes


### Enhancements, Documentation and Miscellaneous

  • Updated Dependencies:** Enhanced stability and security with the latest dependency updates.
  • Documentation:** Updated documentation to reflect all the changes.
  • Translations:** Updated translations for better accessibility and user experience.
  • Other Minor Fixes:** Addressed various small issues to improve overall functionality and reliability.
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