
authmebia
A modern UI addon for AuthMe Reloaded that replaces chat-based authentication with native Minecraft dialogs for login, registration, captcha, email verification, rules, and 2FA.
authmebia
An addon for AuthMe Reloaded that replaces chat-based login and register prompts with native Minecraft dialogs (1.21.6+). Players interact through proper GUI windows instead of typing commands in chat.
Source code
Login
!Login dialog
Register
!Register dialog
Rules
!Rules dialog
Wait screen before join server
!wait
Custom buttons link
!custom link
Captcha
!captcha
2FA
!2FA
Add Email
!Add email dialog
Email verify
!Email verify
Recovery password
!Recovery password
Forgot Password but email not found dialog
!Forgot Password but email not found dialog
| Requirement | Version |
|---|---|
| Minecraft | 1.21.6+ |
| Paper | ✔ |
| Folia | ✔ |
| Java | 21 |
| AuthMe Reloaded | 6.0.0+ |
| ViaVersion | Optional |
Optional, only needed for specific features:
- Floodgate — required for
auto.bedrock_autologinand the Bedrock dialog overrides (dialog.bedrock) - ItemsAdder / NexoMC / Oraxen — only needed if the corresponding
integrations.*entry is enabled - PlaceholderAPI — only needed if you want
%placeholder%expansions inside config.yml/lang text; without it,{player}substitution and MiniMessage formatting still work normally
Features
Dialog modes
- Pre-spawn dialog mode: the login or register window blocks the connection phase, so the player spawns already authenticated
- Post-spawn dialog mode: the window appears after the player joins the world
- Three auth input modes: password text field, numeric PIN grid, or per-digit slider
- Old-client numpad fallback: clients whose protocol version can't render dialogs at all (pre-1.21.6) get an inventory-GUI numpad instead when
auth_mode.modeispinorslider, since there's otherwise no way to type a code through AuthMe's plain chat commands. Works post-spawn only; uses the exact same wrong-code/attempt-limit/2FA logic as the normal PIN/slider dialog - Button layout switch (
dialog.button_layout): arrange the main action buttons vertically (stacked) or horizontally (side by side) in both the register and login dialogs
Authentication
- Premium bypass: players whose UUID matches a premium account stored in AuthMe are detected automatically and skip all dialogs entirely
- Premium auto-login (
auto.premium_autologin, off by default): goes a step further than the premium bypass above — a matching premium UUID is automaticallyforceRegister'd (if needed) andforceLogin'd with no dialog at all, then shown a one-time mandatory password-set dialog so the account still has a real AuthMe password on file - Bedrock auto-login (
auto.bedrock_autologin, off by default): the same automatic login, but for Bedrock players connecting through Geyser/Floodgate.auto.bedrock_modecontrols how much this trusts:link(default, safe) only applies if Floodgate reports the player's account as linked to a verified Java premium account;geyser(opt-in, unsafe unless Geyser's own online auth-type is enabled) trusts any Bedrock/Geyser connection with no linked-account check at all - Bedrock dialog support: Bedrock players see the same register/login/recover/rule/captcha dialogs as Java players, reusing all the same logic.
dialog.bedrocklets you optionally override button width, input width, and the auth input mode (password/PIN/slider) just for Bedrock clients, since some Bedrock devices have a smaller usable dialog area - Session auto-login (
auto.session_autologin, on by default): skips the dialog entirely for a returning player that AuthMe's own session feature (settings.sessions.enabled/timeoutin AuthMe's own config.yml) would already authenticate by matching IP and timeout. This reproduces AuthMe's own session comparison rather than asking AuthMe whether it already decided, since AuthMe does not evaluate its session feature until later in the join than this plugin's dialog decision is made. Has no effect at all unless AuthMe's own session feature is also enabled - TOTP / 2FA dialog for players who have an authenticator app set up in AuthMe
- Captcha dialog synced with AuthMe's captcha setting
- Email verification dialog on registration (reuses AuthMe's SMTP config)
- Self-service "Forgot Password?": a button on the login dialog lets players reset their own password without an admin. It looks up the email already on file (set during email-verified registration), sends a reset code to it through AuthMe's SMTP config, and — once the code is verified — shows the same reset dialog used for admin-forced recovery. Accounts with no email on file are told to contact an admin instead
- Admin-forced password recovery: use
/bia recover <player>to flag an account; the player is shown a reset dialog on their next login or immediately if they are already online. The reset dialog now followsauth_mode.mode(password/PIN/slider), matching the register and login dialogs instead of always showing a text field - Server rules agreement checkbox shown to new players before their account is created
- Login attempt limit with kick after too many wrong passwords
- Login timeout with optional kick or re-show of the dialog
- IP ban with escalating ban durations after repeated failed logins across sessions
Notifications
- Custom toast notifications (
notifications.toasts): show the small achievement-style popup in the corner of the screen onfirst_register,first_login,first_message, orfirst_advancement, with a configurable title, description, item icon, sound, and advancement frame (task/goal/challenge). Each toast only ever fires once per player /bia notifier <toast> <player> show [seconds]lets an admin preview any configured toast on an online player without touching its persisted "already shown" state, so testing never affects whether it fires for real later
Third-party item plugin integrations
- Optional, self-checking integrations with ItemsAdder, NexoMC, and Oraxen (
integrations.*, all off by default). Each one only activates if the corresponding plugin is actually installed and its API is loadable; if it isn't, the integration quietly disables itself without affecting login/registration in any way
Admin tools
- Bypass list: players added with
/bia addskip all dialogs and fall back to AuthMe's own commands - Custom screens: define any number of dialog windows in config.yml and push them to any online player with
/bia screen <id> [player], or auto-show them on join withtrigger: postjoin/trigger: prejoininstead of only on command - Debug commands: preview individual dialogs in-game without going through the full login flow
- Startup check that warns in the console if AuthMe's own built-in dialog (
settings.registration.dialog.preJoin/postJoin.enable) is also enabled, to prevent two dialogs from appearing at once
Extras
- PlaceholderAPI support: any config.yml or lang text field can use
%placeholder%expansions from installed PlaceholderAPI extensions (e.g. LuckPerms prefixes, Vault ranks), on top of the plugin's own{player}substitution and MiniMessage formatting. Only active while rendering text for a specific player, and never throws or blocks if PlaceholderAPI is not installed - Link buttons inside dialogs (open URL, copy to clipboard)
- Per-button click sounds: nearly every dialog button (submit, logout, agree, verify, resend, forgot password, custom screen buttons, etc.) can play its own Minecraft sound on click
- Discord webhook notification on player join or first registration
- Welcome image sent to the player after first login
- ViaVersion support: players on older protocol versions fall back to AuthMe's normal flow automatically
- Folia support: detects Folia at startup and automatically switches to its region-aware scheduler instead of the standard Bukkit scheduler
Commands
| Command | Permission | Description |
|---|---|---|
/bia reload | OP | Reload config and lang |
/bia info | - | Show plugin version and status |
/bia add <player> | authmebia.bypass | Add player to bypass list |
/bia rm <player> | authmebia.bypass | Remove player from bypass list |
/bia recover <player> | bia.admin.recover | Force password reset on next login |
/bia screen <id> [player] | OP | Show a custom screen to a player |
/bia debug <feature> <true|false|show> | OP | Test features in-game |
/bia notifier <toast> <player> show [seconds] | OP | Preview a configured toast on an online player without affecting its once-per-player state |
Debug features: captcha, email, register, login, wait, recover, rule.
Use show with captcha or email to preview those dialogs directly without going through the login flow.
AuthMe API used
AuthMeBia hooks into AuthMe Reloaded through reflection rather than a compile-time API dependency, so it stays compatible across minor AuthMe builds without recompiling.
| Class | Usage |
|---|---|
fr.xephi.authme.api.v3.AuthMeApi | Core operations: isRegistered, forceLogin, forceRegister, forceLogout, checkPassword, changePassword, isAuthenticated, registerPlayer, getLastIp, getLastLoginTime |
fr.xephi.authme.data.auth.PlayerAuth | Read player data: isPremium, getPremiumUuid, getEmail, getTotpKey, setEmail |
fr.xephi.authme.data.auth.PlayerCache | isAuthenticated(name) — used for in-memory authentication checks |
fr.xephi.authme.datasource.DataSource | Fetch PlayerAuth records (getAuth), check auto.session_autologin state (hasSession), persist email changes (updateEmail) |
fr.xephi.authme.mail.EmailService | Check SMTP availability, send verification codes |
fr.xephi.authme.security.totp.TotpAuthenticator | Verify TOTP codes for 2FA dialog (checkCode(PlayerAuth, String)) |
fr.xephi.authme.events.LoginEvent | Detect successful login to complete async futures |
fr.xephi.authme.events.RegisterEvent | Detect successful registration |
fr.xephi.authme.events.FailedLoginEvent | Detect failed login |
AuthMeBia also optionally bridges to Floodgate's API the same way (reflection, no compile-time dependency), only when auto.bedrock_autologin or a Bedrock dialog override is in use:
| Class | Usage |
|---|---|
org.geysermc.floodgate.api.FloodgateApi | Detect Floodgate/Bedrock connections |
org.geysermc.floodgate.api.player.FloodgatePlayer | Look up a Bedrock player's linked account |
org.geysermc.floodgate.util.LinkedPlayer | Read the verified linked Java UUID, if any |
Building from source
Clone
git clone https://github.com/Mytai20100/authmebia.git
cd authmebia
IntelliJ IDEA (recommended)
- Open IntelliJ IDEA and choose Open, then select the
authmebiafolder. - IntelliJ will detect the Gradle project automatically and import it.
- Wait for the Gradle sync to finish and dependencies to download.
- Open the Gradle panel (right side) and run
Tasks > shadow > shadowJar. - The output jar is in
build/libs/.
Command line
./gradlew shadowJar
The built jar is placed in build/libs/. Copy it to your server's plugins/ folder alongside AuthMe Reloaded.
Configuration
config.yml
# AuthMeBia configuration.
# Text fields support MiniMessage color/decoration tags, e.g. <red>, <#ff0000>, <bold>.
# Use {player} as a placeholder for the player's name where supported.
# Use \n inside a string to insert a line break.
# Language code for messages (disconnect/kick, errors, chat).
# Built-in options: en (English), vi (Vietnamese).
# To add your own, copy plugins/AuthMeBia/lang/en.yml to lang/<code>.yml and edit it.
# Reload with /bia reload.
lang: en
# Automatic authentication skip for already-verified identities.
# Both flags default to false. With both false, behavior is identical to not
# having this section at all.
auto:
premium_autologin: false
bedrock_autologin: false
# link (default, safe) or geyser (unsafe unless Geyser's own online
# auth-type is enabled -- see the full comment in config.yml)
bedrock_mode: link
# Skips the dialog for a player already authenticated by AuthMe's own
# session feature. No effect unless AuthMe's settings.sessions.enabled
# is also true. Default: true.
session_autologin: true
dialog:
enabled: true
menu: true
min_protocol_version: 771
button_width: 200
# vertical (stacked) or horizontal (side by side)
button_layout: vertical
input_width: 200
register:
title: "<#4287f5>Create Account</#4287f5>"
content: ""
password_label: "Password"
confirm_password_label: "Confirm Password"
submit_sound: ""
login:
title: "<gold>Login</gold>"
content: "<gold>Welcome back, {player}!</gold>"
password_label: "Password"
submit_sound: ""
forgot_password:
# Self-service password reset via the email already on file.
# Requires email.enabled so an email is stored on the account.
enabled: false
button: "<yellow>Forgot Password?</yellow>"
button_sound: ""
email_title: "<gold>Forgot Password</gold>"
email_content: "<gray>Enter the email address registered to this account.</gray>"
email_label: "Email"
submit_button: "<green>Send Code</green>"
submit_sound: ""
invalid_email_error: "Incorrect email"
no_email_message: "<red>No email is linked to this account. Please contact an admin.</red>"
logout_button: "<red>Logout</red>"
logout_sound: ""
submit_register_button: "<green>Register</green>"
submit_login_button: "<green>Login</green>"
allow_close: true
# Only used when allow_close is false; delay in ticks before re-checking
# and re-showing an in-game dialog the player closed without a click.
reopen_delay_ticks: 10
# Optional overrides applied only to Bedrock (Geyser/Floodgate) players.
# Leave enabled: false to keep Bedrock identical to Java.
bedrock:
enabled: false
button_width: 300
input_width: 300
# "" = inherit auth_mode.mode. Options: "", password, pin, slider
auth_mode_override: ""
auth_mode:
# password | pin | slider
mode: password
pin:
length: 4
title: "<gold>Enter your PIN</gold>"
confirm_button: "<green>Confirm</green>"
delete_button: "<red>Delete</red>"
button_width: 100
button_sound: ""
slider:
length: 4
title: "<gold>Enter your code</gold>"
confirm_button: "<green>Confirm</green>"
button_width: 100
button_sound: ""
auth_wait:
wait: true
prejoin: true
time: 3
title: "<gold>Please wait</gold>"
content: "<gray>Logging you in, please wait...</gray>"
rule:
enabled: false
title: "<gold>Server Rules</gold>"
content: ""
checkbox_label: "<yellow>I have read and agree to the rules</yellow>"
agree_button: "<green>Agree</green>"
agree_sound: ""
discord:
enabled: false
webhook_url: ""
welcome_image:
enabled: false
links:
enabled: false
position: grouped
button_width: 200
buttons:
- enabled: true
label: "<#5865F2>Discord</#5865F2>"
action: open_url
value: "https://discord.gg/abc"
width: 200
- enabled: true
label: "<gray>{player}, copy IP</gray>"
action: copy
value: "play.example.com"
width: 200
captcha:
enabled: false
length: 5
title: "<gold>Verification</gold>"
content: "<gray>Type the code below to continue:</gray>\n<white><bold>{code}</bold></white>"
input_label: "Enter code"
submit_button: "<green>Verify</green>"
submit_sound: ""
trust_duration_seconds: 18000
login_attempts:
enabled: true
max_tries: 5
login_timeout:
enabled: true
seconds: 60
kick_message: "<red>Authentication timed out. Please reconnect.</red>"
recover:
title: "<gold>Reset Password</gold>"
content: "<gray>An admin has requested you set a new password.</gray>"
new_password_label: "New password"
confirm_password_label: "Confirm password"
submit_button: "<green>Set Password</green>"
submit_sound: ""
success_message: "<green>Password updated successfully.</green>"
mismatch_message: "<red>Passwords do not match. Try again.</red>"
# Password-set dialog shown once, the first time a player joins via
# auto.premium_autologin or auto.bedrock_autologin. Has no effect if both
# of those are false.
premium:
title: "<gold>Set Your Password</gold>"
content: "<gray>You were signed in automatically. Please set a password for your account (used if you ever join from a non-verified client).</gray>"
new_password_label: "New password"
confirm_password_label: "Confirm password"
submit_button: "<green>Set Password</green>"
submit_sound: ""
success_message: "<green>Password set successfully.</green>"
mismatch_message: "<red>Passwords do not match. Try again.</red>"
email:
enabled: false
code_length: 6
resend_cooldown: 60
field_label: "Email"
verify_title: "<gold>Verify your email</gold>"
verify_content: "<gray>A code was sent to {email}.\nResend available in {cooldown}s.</gray>"
code_label: "Code"
verify_button: "<green>Verify</green>"
verify_sound: ""
resend_button: "<yellow>Resend code</yellow>"
resend_sound: ""
resend_button_cooldown: "<gray>Resend ({cooldown}s)</gray>"
invalid_email_message: "<red>Please enter a valid email address.</red>"
send_failed_message: "<red>Could not send the email. Please contact an admin.</red>"
wrong_code_error: "Incorrect code"
totp_2fa:
# Shows a 2FA dialog after login if the player has TOTP enabled in AuthMe.
# Requires AuthMe 5.6+.
enabled: false
title: "<gold>Two-Factor Authentication</gold>"
content: "<gray>Enter your 6-digit authenticator app code:</gray>"
input_label: "Authenticator code"
submit_button: "<green>Verify</green>"
submit_sound: ""
wrong_code_error: "Invalid code"
# Custom dialog screens. Show with: /bia screen <id> [player]
# Button actions: close, open_url, copy
custom_screens:
- id: example
enabled: true
title: "<gold>Server Notice</gold>"
content: "<gray>Welcome to the server, {player}!\nHave fun playing.</gray>"
allow_close: true
button_width: 200
# command (default), postjoin, or prejoin -- see doc/README.md
trigger: command
sound_on_show: ""
buttons:
- label: "<green>OK</green>"
action: close
sound: ""
- label: "<#5865F2>Discord</#5865F2>"
action: open_url
value: "https://discord.gg/abc"
width: 200
ip_ban:
enabled: false
threshold: 10
ban_durations_seconds: [600, 1800, 3600, 86400]
notifications.toasts and integrations
# Custom toast notifications shown once per player per check.
notifications:
toasts:
- name: welcome_toast
check: first_register
title: "<gold>Welcome!</gold>"
content: "<gray>Thanks for joining the server.</gray>"
icon: "minecraft:player_head"
sound: "minecraft:entity.player.levelup 0.6 1.0"
delay: 5
frame: task
# Optional integrations with third-party item/resource-pack plugins.
# Each self-checks whether the target plugin is installed; if not, it does
# nothing and never affects login/registration.
integrations:
itemsadder:
enabled: false
nexomc:
enabled: false
oraxen:
enabled: false
