Sueta

authmebia

0.1.0

An addon for AuthMe Reloaded that replaces dialog-based authentication of authme reloaded with dialogs customizable for login, registration, captcha, email verification, rules, and 2FA.

·Plugin
Tested MC versions
1.21, 26.1, 26.2, 26.3
authmebia

authmebia

An addon for AuthMe Reloaded that replaces dialog-based login and register prompts of authme reloaded with dialog customizable.

GitHub


Login

Login dialog

Register

Register dialog

Rules

Rules dialog

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

Settings dialog

settings dialog

Config dialog

Config dialog


RequirementVersionReason
Minecraft client1.21.6+Client Can render dialogs
Paper✔
Folia✔
Java21-25
AuthMe Reloaded6.0.1+Can load full features of authmebia
ViaVersionOptionalDetect old-client , fallback to command login /register

Optional, only needed for specific features:

  • Floodgate/geyser — required for auto.bedrock_autologin and the Bedrock dialog (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/slider fallback: clients whose protocol version can't render dialogs at all (pre-1.21.6) get an inventory-GUI numpad/slider instead when auth_mode.mode is pin or slider, 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 of authmebia.
  • Premium auto-login (auto.premium_autologin, off by default): goes a step further than the premium bypass above — a matching premium UUID is automatically forceRegister'd (if needed) and forceLogin'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_mode controls 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.But it unsafe when u config in geyser auth-type: offline ) 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/custom_screen dialogs as Java players, reusing all the same logic. dialog.bedrock lets 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 for a returning player that AuthMe's own session feature (settings.sessions.enabled/timeout in 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 . If session of bia detected fail , it is feature :D . U don't worry security , bia only skip own dialog. Authme alway behind it
  • TOTP / 2FA dialog for players who have an authenticator app set up in AuthMe
  • Captcha dialog synced with AuthMe's captcha setting.But so bad if bot use old procotol bia cannot show captcha :D . ( Fun feature)
  • Email verification dialog on registration (reuses AuthMe's SMTP config)
  • "Forgot Password?": a button on the login dialog lets players reset their own password without an admin. It looks up the email already on authme (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 follows auth_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.Only dialogs of bia

Notifications

  • Custom notifications (notifications.toasts): show the small achievement popup in the corner of the screen on first_register, first_login, first_message, or first_advancement, with a configurable title, description, item icon, sound, and advancement frame (task/goal/challenge).
  • /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 add skip all dialogs of bia 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 with trigger: postjoin/trigger: prejoin instead of only on command. Screens with the same trigger run sequentially in config order: prejoin screens block until each server-side button click, and postjoin screens queue one after another instead of replacing each other; open_url/copy and ESC do not advance the queue. Screens can include an optional agreement checkbox (checkbox_label/checkbox_action) that permanently suppresses the screen for a player once ticked and dismissed; reset it with /bia screen reset <player> [id]
  • Debug commands: preview individual dialogs in-game without going through the full login flow
  • /bia look <ip|player> shows IPinfo data for an address or UUID/type information for a player name; the free IPinfo JSON endpoint works without configuration
  • /bia settings edits common options in category sub-dialogs and can reload after saving
  • /bia config edits config.yml in a dialog, falling back to a section picker for large files
  • 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

  • Custom inline icons (custom_icons + <icons:name>): define named icons (atlas sprites, player heads, or full item icons) once in config.yml, then drop <icons:name> anywhere inside any dialog title, content, or button label to show it inline. Item-type icons can also be shown above a custom screen's content via that screen's icon: field
  • 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
  • Welcome sent to the player after first login(like image canva in someone server discord) use wedhook of discord.
  • ViaVersion support: players on older protocol versions fall back to AuthMe's normal flow automatically

Commands

CommandPermissionDescription
/bia reloadOPReload config and lang
/bia info-Show plugin version and status
/bia add <player>authmebia.bypassAdd player to bypass dialog list
/bia rm <player>authmebia.bypassRemove player from bypass dialog list
/bia recover <player>bia.admin.recoverForce password reset on next login
/bia screen <id> [player]OPShow a custom screen to a player
/bia screen reset <player> [id]OPReset a player's "closed forever" checkbox for a custom screen (omit id to reset all screens)
/bia debug <feature> <true|false|show>OPTest features in-game
/bia notifier <toast> <player> show [seconds]OPPreview a configured toast on an online player without affecting its once-per-player state
/bia look <ip|player>authmebia.lookShow IP or player information
/bia settingsauthmebia.settingsEdit common settings in a dialog
/bia configauthmebia.configEdit config.yml in a dialog

Players with authmebia.update receive an in-game message when a newer release is found after the startup check or when they join.

Debug features: captcha, email, register, login, 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 can run on any old-authme version.

ClassUsage
fr.xephi.authme.api.v3.AuthMeApiCore operations: isRegistered, forceLogin, forceRegister, forceLogout, checkPassword, changePassword, isAuthenticated, registerPlayer, getLastIp, getLastLoginTime
fr.xephi.authme.data.auth.PlayerAuthRead player data: isPremium, getPremiumUuid, getEmail, getTotpKey, setEmail
fr.xephi.authme.data.auth.PlayerCacheisAuthenticated(name) — used for in-memory authentication checks
fr.xephi.authme.datasource.DataSourceFetch PlayerAuth records (getAuth), check auto.session_autologin state (hasSession), persist email changes (updateEmail)
fr.xephi.authme.mail.EmailServiceCheck SMTP availability, send verification codes
fr.xephi.authme.security.totp.TotpAuthenticatorVerify TOTP codes for 2FA dialog (checkCode(PlayerAuth, String))
fr.xephi.authme.events.LoginEventDetect successful login to complete async futures
fr.xephi.authme.events.RegisterEventDetect successful registration
fr.xephi.authme.events.FailedLoginEventDetect failed login

AuthMeBia also optionally bridges to Floodgate's API the same way used in the AuthMe Reloaded API, only when auto.bedrock_autologin or a Bedrock dialog override is in use:

ClassUsage
org.geysermc.floodgate.api.FloodgateApiDetect Floodgate/Bedrock connections
org.geysermc.floodgate.api.player.FloodgatePlayerLook up a Bedrock player's linked account
org.geysermc.floodgate.util.LinkedPlayerRead the verified linked Java UUID, if any

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

# Anonymous usage statistics via bStats (restart required).
bstats: true

# Check new version of authmebia ;V
update_checker: true

# IPinfo settings for /bia look. The default free endpoint works without configuration.
look:
  ipinfo_url: "https://ipinfo.io/{ip}/json"
  ipinfo_token: ""

# 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: "<icons:trial_key> <#4287f5>Create Account</#4287f5>"
    content: ""
    password_label: "Password"
    confirm_password_label: "Confirm Password"
    submit_sound: ""

  login:
    title: "<icons:trial_key> <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: ""

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

otp_attempts:
  enabled: true
  max_tries: 5

login_timeout:
  enabled: true
  seconds: 60
  kick_message: "<red>Authentication timed out. Please reconnect.</red>"

recover:
  ti

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