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DirectAuth

Server-side login and register system for offline-mode servers, with automatic login for players who verify their Minecraft account. No setup or external database needed.
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DirectAuth 1.3.1 (Forge 1.20.1)

File namedirectauth-forge-1.20.1-1.3.1.jar
Uploader
marcp_devmarcp_dev
Uploaded
Oct 27, 2026
Downloads
19
Size
13.1 MB
Mod Loaders
Forge
File ID
9344589
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:directauth-1401506:9344589")

Learn more about Curse Maven

What's new

DirectAuth 1.3.1 (Forge 1.20.1)

Important fix for Online Mode. Up to 1.3.0, /online moved the player's data to their Mojang UUID while the server was running, and many mods wrote their old data back from memory or treated the player as new (lost inventories, quests or teams starting over). From 1.3.1 an account keeps the UUID it plays with when it switches to Online Mode: nothing on disk is moved.

Upgrading: just replace the jar. If the database needs changes, DirectAuth saves a copy first (serverconfig/directauth-backup-<date>.db).

Going back to an older version still only takes swapping the jar, except for players who enable Online Mode with 1.3.1: on older versions they would join with their Mojang UUID and an empty inventory until you upgrade again (their data stays safe under their offline UUID; don't change their Online Mode on the older version).

Online Mode

  • /online and /directauth online no longer move player data and no longer kick the player. Inventory, statistics, advancements and every mod's data stay as they were, and the player gets their real skin.
  • Accounts that enabled Online Mode with 1.3.0 or older keep playing with their Mojang UUID, also if an admin switches them back to offline mode.
  • A premium account only logs in automatically when Mojang confirms it is that account.

Safe with other mods

Until a player logs in, DirectAuth now keeps them away from other mods:

  • What their client sends to other mods waits and runs once they log in; if they disconnect first, it never runs. Someone who joins with another player's name can no longer act for that account (release Pokémon, pick an origin...), and one-time requests still work after login.
  • Op-only vanilla packets (command blocks, structure blocks, difficulty, NBT queries, book editing, recipe placing, menu buttons) are ignored, even for an op's name.
  • Chat is dropped as it arrives, so no mod reads it either.
  • Screens other mods open at first join are shown after /register or /login instead of covering the chat. Built in: Origins, MCA Reborn (Destiny), Pixelmon and Starter Kit's kit choice. Menus the server opens also wait.
  • First-join teleports of other mods are kept: a new player stays where the game or the mod put them.
  • New options: deferredScreenPayloads, heldPayloadExceptions and logJailPayloads (to find the packet of a mod whose screen hides the chat). See the project description.

Tested with a real client: Origins, MCA Reborn, Pixelmon, Cobblemon, Vampirism, Werewolves, Epic Fight, Simple Voice Chat, The Aether, Skyblock Builder, Welcome Screen, Starter Kit and Female Gender.

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