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Nickname login, skins, and authentication

How to let players with an offline account onto a Millida server, why an authentication plugin is needed, how to restore skins, and how not to lose progress when changing modes.

Updated August 4, 2026

By default, the server verifies the Minecraft license. A player connecting from a client with an offline account gets “Failed to verify username” / Failed to verify username.

Allow nickname login

Go to “Settings” → “Nickname login”. That's all — no need to edit any files.

There's a third option as well — “Sign in only with a Millida account”: the nickname is confirmed by your account on the platform rather than by the launcher. It's a handy compromise if you don't run your own registration system on the server.

What breaks along with the license

Without verification, a nickname is just a string the player typed in themselves. This has three inevitable consequences.

1. You need an authentication plugin. AuthMe or nLogin: the player registers with a password (/register password password) and logs in with the same one (/login password). Without it, the first person to come along will grab your admin nickname. Install it from the catalog in the “Plugins and mods” section.

2. Skins disappear. A client with an offline account can't pull a skin from Mojang's servers. The fix is the SkinsRestorer plugin: it fetches skins by nickname or by link, and the player command is /skin name.

3. The whitelist stops being protection — see Whitelist.

It also makes sense to install an anti-bot plugin if the server is public: servers with nickname login attract bots in droves.

Progress when you switch modes

This is the main trap. Inventories, homes, claims and balances are tied to a UUID, and the same nickname has a different UUID in licensed mode and in nickname-login mode. Switch it, and players log in as “new” players with empty hands.

What to do:

  • Decide on the mode before you launch the project, not after the first month of play.
  • If you do have to switch, make a copy of the world in “World and copies” in advance.
  • Items and homes are transferred manually: inventories with commands via “Players and access”, claims and balances by reassigning them to the new UUID in the plugin.
  • With plugins that support it (for example, Essentials), it's easier to move the player file <old-uuid>.yml to <new-uuid>.yml through the Files section — with the server stopped.

You can't preserve progress “with one button” when switching modes on any hosting: a different UUID is literally a different player as far as the server is concerned.

Server network

When you use a proxy, the proxy performs the license check, and the backends trust it. See how we set this up — Server network and your own proxy.

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