License#
Slime Login is a paid plugin. One key runs one server — or one whole network, when the key is on the proxy.
Setting it up#
Restart, and the console confirms it:
The key is tied to a server address, which you set on your purchase page at devlio.store.
One key per network
On a proxy setup the key goes on the proxy only. Backend servers run in bridge mode and need no key at all.
Where it applies#
| Role | Needs a key |
|---|---|
| Single Paper server | Yes |
| Velocity or BungeeCord proxy | Yes |
| Paper server behind a proxy (bridge) | No |
When a check fails#
The plugin keeps running. Disabling an authentication plugin would leave the server wide open,
which is far worse for you than nobody being able to join — so instead it simply stops admitting
new players, with the kick-license-invalid message. Players already online and authenticated keep
playing.
Offline grace#
The licence server being unreachable must never take your server down. After one successful check, the plugin stores the signed answer and keeps running on it for 72 hours if it cannot get through again.
The stored answer is re-verified every time it is used, so editing license.dat cannot buy extra
time.
What is sent#
Each check sends only what is needed to validate the key and spot the same key running twice:
- the key itself
- the product name and plugin version
- the server's port and version
- a random installation id, stored in
.instance
No player data, no IP addresses, no world data. Answers are signed by the license server and verified against a key compiled into the plugin, so a redirected or edited response is rejected.
Checks run once at startup and then quietly in the background, always off the main thread.
Moving to a new host#
Update the server address on your purchase page and restart. If you copy the whole plugin folder,
delete .instance on the new host so the two installs are not seen as the same one running twice.