Slime Login - Standalone Auth Plugin
A secure, standalone authentication plugin with no dependencies - register, login, sessions, captcha, and full protection system.
Slime Login v1.0
A standalone authentication plugin for Paper, Velocity and BungeeCord. Premium players are
verified by Mojang and logged in automatically; cracked players register with a password. Bedrock
players come straight through. One jar, no dependencies — drop it in and configure.
Supported platforms
Platform | Versions |
|---|---|
Paper | 1.20.1 → 26.2 and later |
Paper forks | Purpur, Pufferfish, Leaf, Gale, … |
Folia / Canvas | same range — supported, no separate build |
Velocity | 3.3 → 4.1, forks included (Velocity-CTD) |
BungeeCord | 1.16 → 26.1, forks included (Waterfall, FlameCord) |
Java | 17 or newer |
Every release in those ranges is checked before a build ships.
One jar, three roles
Drop the same file everywhere. It works out what it is on its own.
Where you put it | Role |
|---|---|
A single Paper server | Standalone — full authentication |
A Velocity or BungeeCord proxy | Proxy — authenticates once for the whole network |
A Paper server behind a proxy | Bridge — holds players still until the proxy says they are through |
Proxy slimelogin.jar accounts, passwords, /login, /register
├─ lobby slimelogin.jar bridge: player frozen until authenticated
├─ boxpvp slimelogin.jar bridge
└─ survival slimelogin.jar bridge
A player registers once on the proxy and moves freely between every server. Backend servers hold
no passwords, no database and need no licence key.
Player commands
Command | Aliases | What it does |
|---|---|---|
|
| Creates the account and logs you in |
|
| Authenticates |
| Ends the session and locks you again | |
|
| Changes the password |
| Deletes the account | |
| Turns premium auto-login on or off for your own name |
Admin commands
/slimeadmin (alias /sladmin)
Subcommand | What it does |
|---|---|
| Reloads config and messages |
| Sets a player's password for them |
| Deletes a player's account |
| Authenticates an online player without their password |
| Registered, logged in, last IP, last login, first join |
| Deletes accounts unused for that many days |
| Registered accounts and how many are logged in |
| Sets the login spawn (Paper) |
| Imports accounts from another plugin |
Premium detection
Works on offline-mode servers, with no ProtocolLib and no external libraries.
Premium accounts are detected during the login handshake and logged in automatically on their
first join. No command, no registration, no password.Cracked players join instantly and register as usual — even with a name that belongs to a premium
account, nobody is made to reconnect.Premium name protection — a name belonging to a real Minecraft account is reserved for its
owner. An impostor is refused with your own message, not the client's "Invalid session" screen.Online-mode servers — Mojang authenticates everyone, so premium players are logged in
automatically with no extra setup.A failed Mojang check is never remembered, so protection comes back the moment Mojang answers
again instead of lingering for as long as a cached answer would.Prefer not to check every name automatically? Switch to opt-in, where a premium player enables it
for themselves with/premium.
Bedrock players
Bedrock players arriving through Geyser + Floodgate join straight into the game — no/register, no password. Xbox Live has already authenticated them, so Floodgate is trusted the same
way Mojang is. Switch it off with a single setting if you would rather they used a password.
Security
BCrypt password hashing, cost configurable (12 by default)
Hashing and verification always run off the server thread — no lag spike on login
Brute-force protection with lockout, and an optional kick on lockout
Per-player cooldown between login and register attempts
Configurable password length limits
Optional limit on registered accounts per IP
Optional captcha on registration:
/register <password> <confirm> <captcha>
The bypass permission is not a free pass. It only exempts an account that is genuinely verified
by Mojang (or Xbox, for Bedrock). A cracked client using a staff member's name still has to log in.
Sessions & trusted IPs
Auto-login for returning players while their session lasts
Sessions are bound to the IP that created them, so a username alone can never inherit one
Trusted IP recognition, stored in the database and capped per player
Sessions survive reconnects, not a restart. Trusted IPs survive restarts.
An admin who is not Mojang-verified never inherits a session or a trusted IP
Protection
Everything below can be toggled individually.
On the game server — whether it runs alone or sits behind a proxy, and on any Paper fork
(Purpur, Pufferfish, Folia, Canvas …):
Block movement — looking around still works, only walking is stopped
Block chat, commands, inventory (click, drag, open, drop)
Block interaction with blocks and entities, and vehicles
Block PvP in both directions, plus mob and environmental damage
Block breaking, placing, teleporting, item pickup
Hide unauthenticated players from everyone else, and from each other
Extra commands can be allowed while unauthenticated
On the proxy — chat, commands and switching to another server are blocked. Movement and blocks
belong to the game server, which is what the next part is for.
Bridge mode
Put the same jar on your backend servers and unauthenticated players are held completely still until
the proxy says otherwise. Nothing to configure — no ports, no credentials, no extra server.
A player starts locked and is only ever unlocked by the proxy, so nothing can accidentally let
someone through. A backend server that is missing the plugin is reported by name in the console, so
a forgotten server never goes unnoticed.
Auth server (optional)
Point the proxy at a small limbo server and unauthenticated players are held there, then moved to
your lobby the moment they log in.
Login spawn (Paper)
Players who still have to log in are held at a fixed location and teleported back to where they were
as soon as they authenticate.
Migrating from nLogin
One command, and passwords keep working:
/slimeadmin import nlogin
Finds nLogin's SQLite database by itself, whatever it is called. MySQL and MariaDB work too, by
giving the command a connection URL.Also reads AuthMe-shaped databases, and older nLogin versions
Understands BCrypt, MD5, SHA-256, SHA-512 and Argon2 — every algorithm nLogin
offers except PBKDF2, and the command tells you exactly how many accounts that affectsImported passwords are quietly re-hashed to your own settings as each player logs in, so the
migration finishes itself without anybody resetting anythingCracked accounts are matched to the identity they actually join with, so nobody is left looking
unregistered after the moveA report mode summarises the database without writing anything
Existing accounts are never overwritten unless you ask
Storage
SQLite — local database, zero configuration, every query off the server thread
The same database works on a single server and on a proxy, so you can move between them
Upgrades are applied automatically
Titles & messages
Repeating title until the player authenticates, with different text for registered and
unregistered playersAuto-kick after 30 seconds (configurable, or off)
Every message editable, with colour codes and hex colours; full UTF-8, so Arabic and other scripts
workSound effects on login, register and wrong password (Paper)
Only the options your setup actually uses are written to the config file, so it stays readable
Licence
One key runs one server — or one whole network when it sits on the proxy, since backend servers need
none. The key is bound to your server address, which you set on your purchase page.
If the licence server cannot be reached, the plugin keeps running for 72 hours on its last
successful check, so an outage on our side never takes your network down. And if a check ever does
fail, the plugin does not switch itself off — that would leave your server wide open. It simply
stops admitting new players, while everyone already online keeps playing.
Why Slime Login
Standalone — no ProtocolLib, no external libraries, nothing else to install
One jar for everything — Paper, Velocity, BungeeCord, Folia; standalone, proxy or bridge
Lightweight — cached settings, async database, async password hashing
Secure by default — sessions bound to their IP, premium names reserved, brute-force protection
Configurable — every message and setting in plain YAML
Modern — supports the newest Minecraft releases and regionised servers
Added
Folia Support — Added full support for Folia servers.
Proxy Support — Added support for Velocity and BungeeCord.
Paper Fork Support — Added compatibility with popular Paper forks, including Purpur, Pufferfish, Leaf, Gale, and more.
nLogin Import — Added the ability to import existing player data from the nLogin plugin, making migration to Slime Login easier.
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