Sessions & trusted IPs#
Two ways a returning player skips the password. Both are on by default.
Sessions#
When a player authenticates, a session is opened for them. Reconnecting while it is still valid logs them straight back in:
| Option | Meaning |
|---|---|
duration-minutes: 60 |
How long a session lasts |
duration-minutes: 0 |
Until the server (or proxy) restarts |
enabled: false |
Always ask for the password |
Sessions live in memory. They survive reconnects, not a restart.
Bound to the IP that created it
A session is only valid from the address it was opened from. Without that, anyone connecting with the same username would inherit it — in offline mode the UUID comes from the name, so the server cannot tell two people with the same name apart on its own.
Trusted IPs#
A longer-lived version of the same idea: once a player logs in successfully from an address, that address is remembered in the database. Next time they connect from it, no password:
| Option | Meaning |
|---|---|
trusted-ip: true |
Remember addresses players log in from |
max-trusted-ips: 5 |
Keep the 5 most recent; the oldest is dropped |
max-trusted-ips: 0 |
Unlimited |
Trusted IPs survive restarts. They are cleared when the player runs /unregister, or when an admin
unregisters them.
Which one wins#
On join the plugin checks, in order:
- Trusted IP → logged in.
- Valid session → logged in.
- Verified premium → logged in.
- Otherwise →
/loginor/register.
Security trade-offs#
Both features trade a little safety for convenience. Consider your players' networks:
| Situation | Recommendation |
|---|---|
| Mostly home connections | Defaults are fine |
| Players behind carrier-grade NAT / shared mobile IPs | trusted-ip: false — many players share one address |
| Players on dynamic IPs that change often | Keep trusted IPs; sessions alone will rarely help them |
| Highest security | trusted-ip: false, duration-minutes: 5 |
Admins on cracked clients
A player with slimelogin.admin who is not Mojang-verified never inherits a session or a
trusted IP — they must type the password every time. Someone guessing an admin's name from the
same network would otherwise walk straight in.
Ending a session#
/logout— ends it and re-locks the player immediately./unregister— deletes the account and every trusted IP with it.- A restart — clears all sessions (trusted IPs remain).