New: Spoof Detector — passive packet-based detection
A new detection layer that analyzes the behaviour of the packets a client sends
and flags modifications and cheat clients that a genuine, unmodified client would
never produce. It runs quietly in the background — no probes, no interference with
gameplay.
What it does:
- Protocol-anomaly detection — catches clients sending data that is physically
impossible in vanilla (typical of crashers and exploit clients).- Illegal inventory-action detection — flags manipulations a legitimate player
simply cannot perform.- Tampered client-profile detection — spots "doctored" client configuration packets.
Every hit is a staff notification with a category + code number (on hover). The
detection method is never revealed in-game — you give the number to the author and get
an exact diagnosis. Built for zero false positives: riskier signals are disabled by
default, and each player can only trigger a given code once.
Full control in the config
- Enable/disable the entire system with one switch.
- A separate switch for notifications only (keep detecting, but mute the chat alerts).
- Per-signal control: on/off + custom score.
Faster player checks (translation keys)
A full player scan is now ~21% faster — removed redundant delays between rounds and
duplicate lookups, with zero loss of detection coverage. Also added a "Speed Tuning"
block in the config documenting the knobs that control scan speed.
Optimizations (RAM / CPU / MSPT)
- Packet hot-path lightened — no wasteful task scheduling under packet spam
(protects MSPT against server-load attempts).- Fixed a memory leak in the inspection GUI.
- Heavy work (cached VPN checks) moved off the main thread.
- Cleaned up dead code and unified default values.
Optimization-The issue with using too much RAM and CPU has been fixed,
False Positive-Added the ability to disable automatic kicking of players from the server
Update Anti Spoof engine-A dozen or so new protections have been added against bypassing regarding the player
Update Suspdate Score-The ability to set and change specific points for given violations has been added
New cheat-client detection
- Catlean and Matrix added to the database (cheat tier-3, instant kick)
- Improved detection for Meteor, Wurst, LiquidBounce and ThunderHack — each mod now has multiple translation keys instead of one, covering different versions and forks
- Fixed keys for Impact, KAMI, GameSense, Inertia, BleachHack, Baritone — they were using non-existent identifiers before
Sign-probe — rewritten
- 3× faster: detection in ~5.5s instead of ~9s after joining
- Detects Meteor NoRender / anti-screen modules (no response = flag)
- Detects auto-close modules (response under 150ms = humanly impossible)
- Packets read directly from netty instead of Bukkit events → far fewer misses
Auto-kick by mod list
- New actions.auto-kick-mods section in config — instant kick when a detected mod is on the list, regardless of suspicion score
- New actions.mod-commands section — lets you set custom commands per mod (e.g. tempban for Meteor, ban for Wurst)
- ~50 most popular cheat clients pre-loaded on the kick list
Full Bedrock support (Geyser/Floodgate)
- Bedrock players are skipped on all sign-based probes
- No more issues with stuck sign UI on Bedrock
- Detection via: Floodgate API, Geyser API, UUID, name prefix
