The simulation engine: vanilla-physics replay with offset scoring, the combat/aim/breaking families, the 1.8-specific layer, and the protocol checks — 145 checks in total.
The Anti-Cheat is a simulation anticheat: every movement packet a client sends is replayed against a full replication of vanilla 1.8.8 client physics, and the difference between predicted and actual movement — the *offset* — feeds the simulation handler. Flags begin past a 0.005-block offset threshold, accumulate into a bounded advantage score (max-advantage: 1 under a max-ceiling: 4), and decay by a 0.999 multiplier so honest lag never compounds. An uncertainty handler, a legacy-movement precision estimator and a ghost-block detector model the situations where vanilla itself is ambiguous, so client desync is explained instead of punished. The packet layer is PacketEvents 2.0 — on the 1.8.8 target, and only there, which is why the engine can be this precise.
| Check family | What it watches |
|---|---|
| Reach / Hitboxes | Per-attack distance against lag-compensated hitboxes with block-impossible-hits; at its strongest with 1.7/1.8 clients |
| KillAura A–D | Rotation snaps of ≥85° before an attack, hits outside the field of view, a sustained CPS ceiling (default 30), and attacks phase-locked to crosshair entry — the triggerbot and silent-aura signatures |
| AutoClicker A/B | Statistical click analysis: jitter stddev, ACVA and identical-interval ratios; a coefficient-of-variation model watching the 8–22 CPS band |
| BowAimbot / FastBow | Snap-at-release detection and a USE→RELEASE gap under 2 client ticks — unreliable clients are skipped instead of measured |
| Criticals / NoSwing | Critical hits without a real jump and attacks without an arm swing |
| LineOfSight | Ray tracing against the same block hitboxes the vanilla client uses, on lag-compensated world state — through-wall attacks |
Movement enforcement consumes the same simulation output, so a cheat that moves impossibly is caught by physics rather than by a hardcoded speed value. The family includes FlightA (hovering without falling), two NoFall checks including the 1.8 on-ground spoof, five Timer variants — the main drift balance, a tick timer, a ping-abuse limiter, the experimental NegativeTimer and a vehicle timer — two NoSlow checks including the 1.8 sword-block sprint bypass, Step, Jesus, Blink's stall-and-burst signature, NoJumpDelay, five sprint-state checks and six vehicle checks. Knockback and explosion handling (AntiKB, AntiExplosion) run on the same advantage/ceiling model as the simulation core.
Thirty checks live in a dedicated checks-1-8 configuration layer targeting classic 1.8 cheat-client signatures: the through-wall GhostHand, GhostInteract and GhostPlace ray-traces, the SnapHold scaffold camera pattern, reflex-window AutoSoup and AutoSplashPot analysis, NoFallB's on-ground spoof and the sword-block NoSlowB variant. Each of these has its own subtree with enabled, human-tuned thresholds, a setbackvl and a decay — and each is honored live by /anticheat reload.
The third pillar covers packets that should never arrive in a valid 1.8.8 stream: BadPackets A–Z (26 checks for impossible contents — invalid pitch, duplicate input, ignored teleports), PacketOrder A–P (16 checks for orderings the client cannot produce), Crash A–J (10 checks for out-of-bounds and NaN positions, negative sequence ids and abuse patterns), and the Exploit family for anvil, book and sign payloads. Together with movement and combat they make up the 145 named checks — every one documented by name, so when staff see an alert they can look up exactly what fired instead of guessing from a cryptic abbreviation.
A flag is a signal, not a verdict. The alert carries the check name and description on hover, the violation count, and the verbose line; violations decay per group; and the setback engine acts only on fresh flags inside a one-second window (violation-window-ms: 1000) with throttled resyncs — a master setback.teleport-back: false turns the whole thing into alert-only mode if you want to observe before enforcing. Punishments run through per-group thresholds, and the auto-kick layer requires 100 total violations across at least 2 check families before it disconnects anyone at the packet level.
Note:Tuning entry points: thresholds, setbacks, punishments and alerts are all per-check configurable — see Installation & Tuning for the recommended rollout order and the real config layout.