[Coming Soon] Firefly AntiCheat [$250] [FULLY Custom]

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RowinHere

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Firefly AntiCheat



Fast & Effective

It detects cheaters. Fast as it’s accounts for every aspect.

Which make is it basically impossible to false flag,

therefore we can ban people off the first alert.




New Combat Checks

It has various checks for combat that the other Anticheats lack.

The AutoClicker checks are advanced and accurate.

Firefly also has a Unique Degree checks which makes it perfect for PvP servers.




Smart, Efficient & Reliable

Firefly has several exploits to determine

whether somebody uses certain cracked/modified clients,

so they won’t even be able to join your server if their cracked/modified client detectable.




Pricing

$250 (PayPal only)




Contact me via Discord:

!Ygore#4261

or

https://**********/rptYehB


Contact me via Twitter:
https://twitter.com/ygore_



No, Firefly does not have any sort of Heuristic/AI/Machine Learning. If we did you wouldn’t be able to handle more than 30 people and either way having any form of Machine Learning system on a server wouldn’t really help much at all. Cleverbot’s been trained for 5 years (I think?) and it’s not really that great.​
Terms of Service ("TOS")

Last updated: 2017-07-26

Please read these Terms of Service ("TOS") carefully before using the "Firefly" anti-cheat plugin ("Service") operated by FireFly Development ("us", "we", "our").

Your access to use the Service is conditioned on your acceptance of and compliance with these TOS. These TOS apply to all visitors, users and other who access or use the Service.

By accessing or using the Service you agree to be bound by the TOS. If you disagree with any part of the terms then you may not access the Service.

0. We do not offer refunds.
0.1. Attempting to issue a chargeback without our concent will result into immediate termination of the Service and further use of products from FireFly development.
0.2. We may use collected information stated in FireFly Development Privacy Statement to fight against the chargeback.
1. You may use this Service on multiple networks/servers.
1.1. As long as you are the defined owner of the network/service.
2. You may not share our Service.
2.1. You may share it if you are given the permissions to.
2.2. Attempting to do this will result in immediate termination the Service.
3. You may not use our Service to shame other people.
4. Attempting to crack the Service.
4.1. Attempting to do this will result in immediate termination the Service.

Termination

We may terminate or suspend access to our Service immediately, without prior notice or liability, for any reason whatsoever, including without limitation if you breach the TOS.

Contact Information

Discord: Ygore#4261, LUI9TCUMFO#8794
Email: [email protected], [email protected]



--
FireFly Development Privacy Statement

Last updated: 2017-07-26

We collect your information only with your concent; we only collect minimum amount of personal information that is necessary to enforce our Terms of Service. We do not sell it to the third parties.

We collect the following:
- Your email address
- Your ip address
- Your server/network ip address
- Your contact information


Contact Information

Discord: Ygore#4261, LUI9TCUMFO#8794
Email: [email protected], [email protected]
 
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RowinHere

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No problem, thanks for banning me from your Discord after sitting you down on your ass.
We gave you proof and told you a server who uses it as well. Not our problem if you don't want to believe it.
 
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xTuti

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We gave you proof and told you a server who uses it as well. Not our problem if you don't want to believe it.
Proof that doesn't make any sense.

Let me expand on that mr. smart networking:

Bukkit itself for a fact doesn't read any incoming Netty based payloads, the Minecraft server itself handles it. Next to that you're comparing a Netty I/O channel to a Bukkit plugin message listener; does that make any sense to you? Your buddy, Ygor, was trying to carefully explain to me how this cool ban mechanic works and it made himself look even more like a retard, let me explain why.

1. He showed me an image of a class that implements PluginMessageListener, I sadly lost the image for reference but I sort of do know how it looked like. In the image there was a method where he had an array of strings("whateverchanneltheclientopens", "whateverchanneltheclientopens2") which he then used to register as incoming plugin channels later in the same method.
And then the pluginMessageReceived method which (?) bans the player if it was sent by one of the two channels, correct me if I'm wrong. Everything in this image is cool, alright, makes sense, sort of? But then I asked the following:

how can a client-side Minecraft "mod" open a Bukkit plugin message channel; it doesn't make any sense? It simply can't. I think my good friend, Ygor, was confusing a Bukkit plugin message channel with a Netty based I/O channel. That's completly fine, but then don't try to school me.

2. He showed me another image, this time it was a snippet of Minecraft client-side code, the purpose of this piece of code was that it sends a Minecraft Packet over a Netty channel to the Minecraft server. There is no plugin message channels involved in any of this, they are two completly different things with two different ideas and approaches. There is no way for a Minecraft client to open a plugin message channel: why? Well, malicious activity? What if you use your plugin message channels to globally distribute ranks? If someone gets their hands on the general format of the payload, you're fucked. So no, that's not an option and it's complete bullshit.

3. He then proceeded to ask me: how does it work on Badlion then? I don't know if it works, I've yet to see it happen myself, but if it does; it's not done this way.

4. He then proceeded to ask me another dumb question: how does the client communicate with the server then?(referring to: Bukkit does not handle Netty based I/O operations). Assuming that you know how networking works, and that you know what the fuck you're talking about, I'm going to repeat it for you: Minecraft client communicates to Minecraft server, not to the Bukkit server.

I hope this helps and explains why your idea does not work.
 

yukki

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Proof that doesn't make any sense.

Let me expand on that mr. smart networking:

Bukkit itself for a fact doesn't read any incoming Netty based payloads, the Minecraft server itself handles it. Next to that you're comparing a Netty I/O channel to a Bukkit plugin message listener; does that make any sense to you? Your buddy, Ygor, was trying to carefully explain to me how this cool ban mechanic works and it made himself look even more like a retard, let me explain why.

1. He showed me an image of a class that implements PluginMessageListener, I sadly lost the image for reference but I sort of do know how it looked like. In the image there was a method where he had an array of strings("whateverchanneltheclientopens", "whateverchanneltheclientopens2") which he then used to register as incoming plugin channels later in the same method.
And then the pluginMessageReceived method which (?) bans the player if it was sent by one of the two channels, correct me if I'm wrong. Everything in this image is cool, alright, makes sense, sort of? But then I asked the following:

how can a client-side Minecraft "mod" open a Bukkit plugin message channel; it doesn't make any sense? It simply can't. I think my good friend, Ygor, was confusing a Bukkit plugin message channel with a Netty based I/O channel. That's completly fine, but then don't try to school me.

2. He showed me another image, this time it was a snippet of Minecraft client-side code, the purpose of this piece of code was that it sends a Minecraft Packet over a Netty channel to the Minecraft server. There is no plugin message channels involved in any of this, they are two completly different things with two different ideas and approaches. There is no way for a Minecraft client to open a plugin message channel: why? Well, malicious activity? What if you use your plugin message channels to globally distribute ranks? If someone gets their hands on the general format of the payload, you're fucked. So no, that's not an option and it's complete bullshit.

3. He then proceeded to ask me: how does it work on Badlion then? I don't know if it works, I've yet to see it happen myself, but if it does; it's not done this way.

4. He then proceeded to ask me another dumb question: how does the client communicate with the server then?(referring to: Bukkit does not handle Netty based I/O operations). Assuming that you know how networking works, and that you know what the fuck you're talking about, I'm going to repeat it for you: Minecraft client communicates to Minecraft server, not to the Bukkit server.

I hope this helps and explains why your idea does not work.

EyesOfRinn :
qbFoinx.png
 

RowinHere

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Proof that doesn't make any sense.

Let me expand on that mr. smart networking:

Bukkit itself for a fact doesn't read any incoming Netty based payloads, the Minecraft server itself handles it. Next to that you're comparing a Netty I/O channel to a Bukkit plugin message listener; does that make any sense to you? Your buddy, Ygor, was trying to carefully explain to me how this cool ban mechanic works and it made himself look even more like a retard, let me explain why.

1. He showed me an image of a class that implements PluginMessageListener, I sadly lost the image for reference but I sort of do know how it looked like. In the image there was a method where he had an array of strings("whateverchanneltheclientopens", "whateverchanneltheclientopens2") which he then used to register as incoming plugin channels later in the same method.
And then the pluginMessageReceived method which (?) bans the player if it was sent by one of the two channels, correct me if I'm wrong. Everything in this image is cool, alright, makes sense, sort of? But then I asked the following:

how can a client-side Minecraft "mod" open a Bukkit plugin message channel; it doesn't make any sense? It simply can't. I think my good friend, Ygor, was confusing a Bukkit plugin message channel with a Netty based I/O channel. That's completly fine, but then don't try to school me.

2. He showed me another image, this time it was a snippet of Minecraft client-side code, the purpose of this piece of code was that it sends a Minecraft Packet over a Netty channel to the Minecraft server. There is no plugin message channels involved in any of this, they are two completly different things with two different ideas and approaches. There is no way for a Minecraft client to open a plugin message channel: why? Well, malicious activity? What if you use your plugin message channels to globally distribute ranks? If someone gets their hands on the general format of the payload, you're fucked. So no, that's not an option and it's complete bullshit.

3. He then proceeded to ask me: how does it work on Badlion then? I don't know if it works, I've yet to see it happen myself, but if it does; it's not done this way.

4. He then proceeded to ask me another dumb question: how does the client communicate with the server then?(referring to: Bukkit does not handle Netty based I/O operations). Assuming that you know how networking works, and that you know what the fuck you're talking about, I'm going to repeat it for you: Minecraft client communicates to Minecraft server, not to the Bukkit server.

I hope this helps and explains why your idea does not work.
Thank for the nice paragraph but it does actually work, we have tested it.
 
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Cinque

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Proof that doesn't make any sense.

Let me expand on that mr. smart networking:

Bukkit itself for a fact doesn't read any incoming Netty based payloads, the Minecraft server itself handles it. Next to that you're comparing a Netty I/O channel to a Bukkit plugin message listener; does that make any sense to you? Your buddy, Ygor, was trying to carefully explain to me how this cool ban mechanic works and it made himself look even more like a retard, let me explain why.

1. He showed me an image of a class that implements PluginMessageListener, I sadly lost the image for reference but I sort of do know how it looked like. In the image there was a method where he had an array of strings("whateverchanneltheclientopens", "whateverchanneltheclientopens2") which he then used to register as incoming plugin channels later in the same method.
And then the pluginMessageReceived method which (?) bans the player if it was sent by one of the two channels, correct me if I'm wrong. Everything in this image is cool, alright, makes sense, sort of? But then I asked the following:

how can a client-side Minecraft "mod" open a Bukkit plugin message channel; it doesn't make any sense? It simply can't. I think my good friend, Ygor, was confusing a Bukkit plugin message channel with a Netty based I/O channel. That's completly fine, but then don't try to school me.

2. He showed me another image, this time it was a snippet of Minecraft client-side code, the purpose of this piece of code was that it sends a Minecraft Packet over a Netty channel to the Minecraft server. There is no plugin message channels involved in any of this, they are two completly different things with two different ideas and approaches. There is no way for a Minecraft client to open a plugin message channel: why? Well, malicious activity? What if you use your plugin message channels to globally distribute ranks? If someone gets their hands on the general format of the payload, you're fucked. So no, that's not an option and it's complete bullshit.

3. He then proceeded to ask me: how does it work on Badlion then? I don't know if it works, I've yet to see it happen myself, but if it does; it's not done this way.

4. He then proceeded to ask me another dumb question: how does the client communicate with the server then?(referring to: Bukkit does not handle Netty based I/O operations). Assuming that you know how networking works, and that you know what the fuck you're talking about, I'm going to repeat it for you: Minecraft client communicates to Minecraft server, not to the Bukkit server.

I hope this helps and explains why your idea does not work.
The client sends a custom payload packet, the server receives this packet and forwards it to the message channels.

This method is called when this packet is received:
i5wW_zvyQgyrzr4ddpZv6A.png


Let's scroll down a little bit:
l7V9RfhKRw_3zk3Ok9WoPA.png


I wonder what that's for?
7F6B9l_IRjaDtOnL2YvzqA.png
 
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user7089

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Proof that doesn't make any sense.

Let me expand on that mr. smart networking:

Bukkit itself for a fact doesn't read any incoming Netty based payloads, the Minecraft server itself handles it. Next to that you're comparing a Netty I/O channel to a Bukkit plugin message listener; does that make any sense to you? Your buddy, Ygor, was trying to carefully explain to me how this cool ban mechanic works and it made himself look even more like a retard, let me explain why.

1. He showed me an image of a class that implements PluginMessageListener, I sadly lost the image for reference but I sort of do know how it looked like. In the image there was a method where he had an array of strings("whateverchanneltheclientopens", "whateverchanneltheclientopens2") which he then used to register as incoming plugin channels later in the same method.
And then the pluginMessageReceived method which (?) bans the player if it was sent by one of the two channels, correct me if I'm wrong. Everything in this image is cool, alright, makes sense, sort of? But then I asked the following:

how can a client-side Minecraft "mod" open a Bukkit plugin message channel; it doesn't make any sense? It simply can't. I think my good friend, Ygor, was confusing a Bukkit plugin message channel with a Netty based I/O channel. That's completly fine, but then don't try to school me.

2. He showed me another image, this time it was a snippet of Minecraft client-side code, the purpose of this piece of code was that it sends a Minecraft Packet over a Netty channel to the Minecraft server. There is no plugin message channels involved in any of this, they are two completly different things with two different ideas and approaches. There is no way for a Minecraft client to open a plugin message channel: why? Well, malicious activity? What if you use your plugin message channels to globally distribute ranks? If someone gets their hands on the general format of the payload, you're fucked. So no, that's not an option and it's complete bullshit.

3. He then proceeded to ask me: how does it work on Badlion then? I don't know if it works, I've yet to see it happen myself, but if it does; it's not done this way.

4. He then proceeded to ask me another dumb question: how does the client communicate with the server then?(referring to: Bukkit does not handle Netty based I/O operations). Assuming that you know how networking works, and that you know what the fuck you're talking about, I'm going to repeat it for you: Minecraft client communicates to Minecraft server, not to the Bukkit server.

I hope this helps and explains why your idea does not work.

Yah, you kinda don't know anything about how minecraft channels work. This is coming from a guy who spawns entities using bungeecord.

Minecraft channels are a VANILLA feature, it's not made by bungeecord, nor bukkit. It's used for clients to send Anvil, Command block, book and other misc information to the server. Cracked clients register channels and usually send new byte[0] to the server, therefore we can instantly detect if they are cheating. Go try to join valux with cracked vape.
http://i.imgur.com/HQSqbt2.png

FAQ:
Q: Why does the plugin use ProtocolLib
A: It will not use ProtocolLib in the future, we are currently using protocol lib only from development, it's much faster than writing raw data to the client, especially datawatcher data.

Q: What injection plugin? What?
A: The plugin will download itself and run inside spigot. This makes cracking nearly impossible, as to crack it you would have to host your own server, figure out the algorithm used for my SecureSocketDataStream, and then make an injector yourself.

Q: Will there be a test server?
A: Yes there will be a test server.

Q: What cheats will this block?
A: All cheats that affect other peoples gameplay experience.

Q: How efficient is the anticheat?
A: The most tick time is consumed by the block checks, which rarely ever run. Only when a violation is triggered and the last check position has changed, plus it only gets the blocks around you that are required, if you are standing in the middle of the block, it won't get the 9 blocks around you...

Q: How many people are working on the anticheat.
A:
Luke - Developer @ValuxNetwork, the guy who made everything from scratch and can basically do anything, I am just the type of guy to make an anticheat run on the bungeecord.
Ygore - Has been developing anticheats for years now, has made many clients and knows how minecraft works inside out.
Rowin - Media guy
Sether - Secondary developer, basically a slave.
TheMemeGuy - Tester
Explicit - Tester

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Dimethocaine

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That made absolutely 0 sense at all... and you might want to check your spelling before you try and roast someone.
Are you blind? Find one word that is misspelled.

Also, your grammar is atrocious. For example, when you say, "you might want to check your spelling before you try and roast someone." In proper English you would replace "and" with "to" so it reads, "You might want to check your spelling before you try to roast someone."

Looks like the only person who needs to take your advice is yourself.
 
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Hillary Clinton

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For starters, this IS technically a sales thread, and though a lot of you had good intentions with your replies, some of you are borderline flaming.

Secondly,
VOUCH.
I have dealt with Ygore in the past, and have become very close with him in my dealings. I've seen progress updates, as well as been able to test this anticheat a bit, and I have tested other anti-cheats of his extensively in the past.
Big vouch for Ygore and his services. He does what others wish to do after years of schooling.
Cheers!
 

bigthicc

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damn ygore u making anticheats now xd, this dude is a professional knows whats he doing, if anyone has godly knowledge about hacked clients, its ygore and it most likely carries over to the anticheat, gl
 

BrettPlays

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1. Those anticheats are private except for Janitor. You're not going to get GCheat, FCheat or Guardian for $250. Also Firefly covers about every single cheat.
False. Badlion got leaked 2 weeks ago.
 

user7089

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False. Badlion got leaked 2 weeks ago.
False, it got leaked almost a year ago. These people on twitter are just "releaking" it.
Pricey, but I see why, it's fully custom!
There will probably be a cheaper version with a limited ban rate for small servers, bigger ones will have to get the full version.
 
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RowinHere

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This seems interesting, however just hope that tjis antichet doesn't finish (hopefully) like Solent or Anticheat.riperoni, even if solent was a little bit good but anticheat.rip was the shittiest meme ever on this market, good luck with the anticheat tho.
The developers working on this project have much more experience with detecting closet cheats (also blatant cheats) than the developers who worked on AntiCheat.rip and Solent. A test server will be coming out soon so you can test Firefly yourself.
 
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RowinHere

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A lot of clients send CustomPayloads, Vape 2.06 had that in case it was cracked. They open a channel vanilla Minecraft wouldn't have so we can straight out ban them.
Feignasse please explain why you rated this post funny?
 
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Ambrosia

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Would you be willing to make modifications to the anticheat for users for an extra price?
 

user7089

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Would you be willing to make modifications to the anticheat for users for an extra price?
The included API would allow you to run the anticheat in "log only" mode and have another plugin process the logs, (punishments, autobans, logging, whatever)
 
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