▶️ ЗАБЕРИ СВОИ 8 ПОДАРКОВ 🎁 ПРИ СОЗДАНИИ СВОЕГО МАЙНКРАФТ СЕРВЕРА
Плагины/TruthfulAC
TruthfulAC

TruthfulAC

A free, open source Minecraft anti-cheat with serious combat detection, simulation-based movement, and full Geyser support.

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TruthfulAC

TruthfulAC was a paid plugin. Then it wasn't. The license key is gone, the obfuscation is gone, and the full source is public because a free anti-cheat that's actually good does more for the community than another plugin sitting behind a paywall.

Use it. Fork it. Contribute to it.


⚙️ Installation

  1. Drop PacketEvents into /plugins/
  2. Drop TruthfulAC.jar into /plugins/
  3. Restart

No license key. No activation. No account. That's it.

Requires: PacketEvents 2.14.0+ · Java 21+ · Minecraft 1.20.4 through 26.3


🛡️ Checks

🏃 Movement

Simulation — The core of the plugin. A collision-aware physics engine that predicts where a player should be every tick and compares it against what was actually sent. Resolves every candidate through real block collision, uses the client's exact input state on 1.21.2+, and applies tolerance only from physical uncertainty sources — never arbitrary padding.

Catches fly, bhop, speed, airwalk, hover, micro-jumps, slow-fly, elytra abuse, liquid movement, and vehicle exploits across virtually every movement state.

CheckDescription
SimulationOne unified verdict over the entire engine: collision-resolved candidates, knockback models, bounce restitution, fluid heights, piston windows, geyser columns, and sustained-climb pattern detection

Ground Spoof / NoFall — Six checks targeting every known variant of fake ground state packets used to suppress fall damage.

CheckDescription
GroundSpoof BFlags ground claims at Y positions that don't align to any valid block surface
GroundSpoof CCatches clients claiming ground while actively falling
GroundSpoof DBlocks ground claims at impossible Y positions including void level
GroundSpoof ETracks accumulated server-side fall distance and flags suppressed fall damage
GroundSpoof FCross-references the client's ground claim against actual block collision state
GroundSpoof GDetects ground state pulsing with no corresponding movement

Velocity — Detects anti-knockback by tracking whether players actually apply velocity after acknowledging it via transaction packets.

CheckDescription
Velocity AFlags horizontal velocity non-acceptance, accounting for the player's own input fighting the knockback
Velocity BCatches vertical velocity suppression, specifically upward knockback
Velocity CExtended decay check covering delayed anti-KB configurations
Velocity DDetects near-zero velocity yield on both axes simultaneously

Other Movement

CheckDescription
Timer ATransaction-anchored tick timing that detects timer hacks by measuring against the client's own acknowledgement clock, immune to TPS fluctuation
Baritone ADetects the rotation snap density pattern produced by Baritone's pathfinder
Baritone BIdentifies robotic mining patterns with locked-camera block targeting
Baritone CFlags suspiciously consistent block break intervals
Inventory ADetects inventory clicks while simultaneously sending movement updates

⚔️ Combat

Aim — Three checks built on GCD sensitivity analysis. Deliberately minimal: this is a free anti-cheat, and we're not handing cheat developers a spec to tune against.

CheckDescription
Aim AGCD analysis validating rotation steps map to a real vanilla sensitivity
Aim BDetects valid-step but off-grid rotations (aim assist faking sensitivity)
Aim CFlags constant-rotation streaks — humanly impossible sustained identical deltas

KillAura — Seven checks targeting KillAura from movement, rotation, attack behavior, and targeting patterns.

CheckDescription
KillAura BDetects sprinting inconsistent with the look vector during attacks (KeepSprint)
KillAura CSnap-and-stop detection: aim snaps to target and immediately stops moving
KillAura DSilent aim and pitch lock
KillAura EWall hit detection using the compensated world cache
KillAura FPacket crit detection identifying the mini-jump pattern
KillAura GMulti-target switching within impossibly short windows
KillAura HAttack interval variance too consistent to be human

AutoClicker — Five checks approaching click detection from independent statistical angles.

CheckDescription
AutoClicker ACoefficient of variation analysis flagging low-variance click timing
AutoClicker BIdentical delay streaks detecting consecutive clicks with near-identical timing
AutoClicker CHard CPS cap
AutoClicker DSub-8ms double-click detection
AutoClicker EGCD grid-locked click delays

Reach & Hitbox — Two-stage, latency-fair. The attack packet doesn't carry the rotation the client swung with — that arrives one packet later. Stage A stores the attacker's position; Stage B ray-casts with the real rotation against the compensated hitbox history across the full round-trip window, trying all look variants and eye heights.

CheckDescription
Reach ATwo-stage compensated reach with attribute-aware ranges and no arbitrary tolerance padding
Hitbox AThe "didn't even touch it" verdict — routed from the same single raycast when the ray misses every legal view of the target

Other Combat

CheckDescription
Raycast AAttack and interaction direction against the server's view vector
Lag ABacktrack pattern detection: current-frame out-of-reach combined with historical-frame in-reach (delayed packet abuse)
Lag BEntity desync interpolation hit patterns
Lag CPing/violation correlation across ping bins
CrystalAura ARapid end crystal place-to-break sequences
AnchorAura ARespawn anchor charge-to-explode timing

📦 World & Blocks

Four physics-anchored scaffold checks — each one geometry-gated, not statistical guessing.

CheckDescription
Scaffold RotationPlacement line-of-sight: the view ray must actually intersect the placed block
Scaffold ReachPlacement distance vs the attribute-aware block interaction range
Scaffold MotionTower metronome physics — jump-strength-scaled threshold so Jump Boost users never false
Scaffold FaceGhost/desync placement into occupied solid cells
CheckDescription
FastBreak ABlock break time vs the server's calculated required time
Phase APlayers positioned inside solid blocks

📡 Packets

BadPacket — Catches malformed, impossible, or exploit-triggering packets. 25 checks covering flying without permission, NaN positions, teleport floods, entity action spam, invalid slots, self-interaction, and more.

Packet Order — Validates packet sequences a vanilla client would send: block placement without swing, attacking while using items, crystal automation, NoSwing, and inventory aura.

Sprint

CheckDescription
Sprint AOmniSprint under blindness or hunger
Sprint BOmniSprint direction flagging sprinting backwards from the look vector

Other Packets

CheckDescription
Invalid APitch outside ±90°
Crasher APlugin channel payload overflow

🪨 Bedrock

Dedicated checks for Geyser-translated Bedrock players. All thresholds tuned for Geyser's packet batching and translation overhead. Bedrock players never run Java physics checks. Detection covers username prefix, Floodgate UUIDs, and Geyser client brands.

CheckDescription
BFly (A)Sustained hover or upward movement beyond any valid Bedrock mechanic
BSpeed (A)Hard speed cap appropriate for Bedrock through Geyser
BReach (A)Reach distance with a lenient threshold for Bedrock latency

🌍 World & 26.x Support

  • 26.3 — shelf mushrooms, straw beds, poplar wood set, wool/concrete stairs and slabs, sulfur geysers
  • 26.2 — the three new movement attributes (air_drag_modifier, bounciness, friction_modifier), the revised ground accel formula for high-friction blocks, bed bounce at 75%
  • Transaction-bracketed block updates — block changes apply to each player's world view only when their client confirms processing them. The engine always simulates the world the player actually sees.
  • Dynamic fence and wall shapes — connection arms generated from block state properties, not a static post
  • Fluid height model — (8−level)/9 with proper gating for swim-hop and jump-out candidates

🔧 Configuration

Two files, split by concern:

  • config.yml — plugin settings: alerts, messages, punishments, lagback profile, latency kicker, client blocker, Discord webhooks, banwave schedule
  • checks.yml — every detection: per-check toggles, lagback inheritance (inherit/true/false), punishment thresholds and commands, per-type tuning keys

Per-check lagback inherits the global profile by default, or forces on/off with its own VL. The in-game GUI cycles through Inherit → On → Off per check. Zero YAML reads on the movement hot path.


🛠️ Debug Output

Every flag carries full diagnostic state: input booleans, ground states, active regimes, knockback vector, the engine's predicted motion vector, block column, and the support probe result. A single flag line tells you exactly what the engine was thinking when it fired — no guessing, no blind debugging.


🔧 Contributing

Movement check improvements are the priority. Every PR needs a clear explanation of what it detects, what angle it approaches from, and why existing checks don't already cover it.

Not interested in checks that false flag more than they catch.

Hit 30 meaningful contributions and you get a named credit in the plugin's in-game GUI.


❓ Why open source?

Transparent beats closed. Always.


📄 License

Truthful & Faithful License v1.1 — free to use, study, modify, and contribute. Cannot be sold or redistributed under a different license.


GitHub · Discord · Changelog

⚠️ This is a beta release. Expect weird edge cases. Found one? Report it on GitHub with the full flag debug line.

Партнёрский материал

Сервер для плагина TruthfulAC - как у профи

Плагин TruthfulAC создан для серверов: на своём сервере вы настраиваете его под себя и решаете, кому играть. Создать сервер с плагином TruthfulAC для друзей можно за пару минут - BungeeHost всё уже подготовил.

Часто задаваемые вопросы

Совместимость

Minecraft: Java Edition

26.3.x26.2.x26.1.x1.21.x1.20.x

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Опубликован:5 месяцев назад
Обновлён:4 недели назад
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