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Your first week

Minealyze never asks for information before it's justified. This walkthrough goes from connecting your server to your first confirmed nudge, then to your first proof, two to four weeks later.

Day 0: try it without an account

Before connecting anything, you can explore a sample server, Emberfall: its numbers, its Who's slipping away list, a "why they're slipping" card, an already-written weekly review, and a nudge in preview (never actually sent in demo mode). The point: see what this looks like on real data before you commit to anything.

Day 0: create your account

Email and password, or sign in with Discord or Google. Minimal on purpose: the settings you explored in the demo (message tone, preferred channel) already carry over the first time you log in.

Day 0: your organization

An organization is created automatically: it holds your servers, members, and billing. For a solo owner it's nearly invisible, you just have one server inside it. It exists from day one so a staff invite, a multi-server fleet, or shared billing can be added later without rebuilding anything.

Day 0: add your server and get your key

A short form: name, server type (Paper / Purpur / Folia), Minecraft version. Adding a server generates your server key, shown once in clear text: copy it right away. Each server keeps its own history, its own quotas, and its own data settings: nothing mixes between your survival server and your faction server.

Day 0: connect your data

Two ways, and the second is faster if you already run Plan. See Plugin installation for the full walkthrough:

  • The collector plugin: download minealyze-collector.jar, drop it into /plugins, start the server, set api.key and api.server-id in plugins/Minealyze/config.yml, then /minealyze reload. A few minutes, no port to open. The button and its SHA-256 checksum live on the Plugin installation page and on your Servers page.
  • Plan import: already on Plan (Player Analytics)? Upload your plugins/Plan/database.db right in the onboarding flow (or send it to POST /imports/plan): players and sessions are imported, usernames are coded server-side just like any live data, re-importing never duplicates anything, and live collection merges with the imported history.

Day 0: connect Tebex (optional)

Connecting is self-service, in two steps. The webhook secret is specific to YOUR store, never shared across servers:

  1. In your Tebex creator panel, open Integrations → Webhooks and copy the Secret. Paste it into Minealyze (Settings → Tebex store, or right in the "Connect" step of onboarding). It's stored encrypted and never shown again.
  2. Minealyze gives you back a webhook URL unique to your organization: paste it into your Tebex store's Endpoints.

As soon as Minealyze verifies the signature with your secret, the status flips to Connected: an honest status, it only shows up after a real check. This is what surfaces, among the players slipping away, who already supports the store. Without Tebex, Who's slipping away still works, just on login habits alone.

Day 0: first connection

On the plugin's first signal, your server page flips from "Waiting for connection…" to Connected (green dot, "seen a few seconds ago"). No confetti, just a quiet confirmation that Minealyze is now tracking your server.

Day 0: your privacy and data settings

Available during onboarding (safe defaults) and any time after, in Settings → Privacy:

| Setting | Default | Effect | |---|---|---| | Collection mode | Sessions + game events + Tebex revenue | "No player content" mode excludes chat, signs, and books | | Coded usernames | On | Usernames are swapped for a stable code before anything reaches the AI | | Player content sent to the AI | Never | Player content never reaches the AI and never triggers an action | | Auto-nudges | Unarmed | You recommend and confirm; nothing goes out on its own at this stage | | Caps | Conservative by default | The guardrail against too many messages | | Data retention | 90 days | Adjustable; immediate deletion on request |

A dedicated panel in Settings lists what reaches the AI and what never does: sent = sessions, game events, coded usernames, Tebex amounts. Never sent: world files, raw personal data, or player content.

Day 1 through day 14: your first nudge and your first proof

Once connected, the checklist below guides you to your first real win: not installing the plugin (that's just plumbing), but a confirmed nudge where you knew exactly what was going out, to whom, and how you'd know if it worked.

  1. Open Who's slipping away: the list of players spacing out their visits, with their top reason.
  2. Pick a player or a group ("slipping away"), review the suggested message, set some players aside to compare, confirm.
  3. Two to four weeks later, check Proof: you'll see "proven" (your nudge really brought players back) or "not enough data" (nudge a bigger group next time).

Activation checklist

A persistent checklist lives on the Overview page until it's complete: each item links straight to the relevant step.

  • [ ] Create your account
  • [ ] Add a server and copy the key
  • [ ] Connect your data (plugin or Plan import) → verify "Connected"
  • [ ] Connect Tebex (optional: surfaces who supports the store among those slipping away)
  • [ ] Set your privacy preferences
  • [ ] Confirm a first nudge while setting players aside ← this is the step that counts as activated

Next step

Read The words Minealyze uses for the vocabulary used across the product (who's slipping away, morning recap, real effect).