Ravenclaw's Ping Equalizer is a client-side Fabric mod designed to create a fairer PvP environment by allowing players to artificially increase their network latency. Unlike visual-only mods, this tool introduces real packet delay at the network layer.
| Command | Usage | Description |
|---|---|---|
| Add Delay | /pe add <ms> | Adds a fixed amount of latency to your connection. Example: /pe add 50 adds 50ms to your native ping. |
| Total Target | /pe total <ms> | Automatically adjusts delay to stabilize your ping at a specific target. Example: /pe total 100 attempts to keep you at 100ms. |
| Validate | /pe validate <user> | Queries the validation server to check if a specific player is running a verified, integrity-checked instance of the mod. |
| Status | /pe status | Displays your current settings and validation status (Client-side only). |
| Disable | /pe off | Disables the equalizer and returns connection to native speed. |
Packet Manipulation
The mod hooks into the Minecraft client's Netty pipeline. Outgoing packets are intercepted and held in a scheduled task queue for the duration of the configured delay before being flushed to the network. This ensures the latency is "real" regarding server-side hit registration and movement processing.
Obfuscation & Integrity
To prevent abuse (such as players modifying the code to report high ping while actually having low ping), the distributed JAR file is heavily obfuscated. This makes reverse-engineering difficult and ensures that the logic reporting the delay to the validation server remains secure.
To ensure fair play in competitive environments, the mod utilizes a centralized validation system. This allows staff and other players to verify that players are actually using the mod as intended and not spoofing their latency.
Upon initialization, the client calculates a cryptographic hash of its own JAR file. It sends this hash to the API endpoint (/api/hash/{modHash}).
Every few seconds, the client sends a "heartbeat" payload to the central server containing:
A balance is maintained between user privacy and the prevention of cheating.
How IPs are handled
As with any website or online game, the validation server is able to see an IP address at the moment a connection is made. The IP address is not stored.
Protection: The IP address is immediately hashed, converting it into an irreversible identifier that allows recognition for security purposes without retaining the original address.
No Logs: Logs of real IP addresses are not kept.
I acknowledged that IP hashes are theoretically brute-forceable. However, a private salt is applied during hashing, and that salt is known only to me. The salt is never shared, logged, or used for any purpose other than preventing abuse, and I will never attempt to brute force the hash.
What is NOT collected
Only the minimum information required to verify fair play is transmitted, such as UUIDs and ping configuration data. The following data is never accessed, transmitted, or stored:

A mod dedicated to equalizing ping for PvP, doing this by adding arbitrary delays before packets are processed and sent out by the client.