▶️ 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.

The open source AC space has movement covered. Grim exists. What it doesn't have is combat detection worth using. TruthfulAC fills that gap with GCD analysis, aim consistency tracking, statistical autoclicker detection, and a simulation-based movement engine that handles the edge cases most free plugins ignore entirely.

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.


🛡️ Checks

🏃 Movement

Simulation — The core of the plugin. A full server-side physics engine that predicts where a player should be every tick and compares it against what was actually sent.

CheckDescription
Simulation AValidates vertical and horizontal movement against the server's compensated physics model. Catches fly, bhop, and speed across virtually every movement state
Simulation BCovers elytra abuse and hard speed cap violations that slip past the primary simulation
Simulation CPer-state movement validation targeting context-specific exploits within individual movement tags like swimming, climbing, and vehicle states
Simulation DSupplementary movement validation for edge cases and transitional movement states not covered by A through C

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

CheckDescription
GroundSpoof BFlags ground state claims at Y positions that don't align to any valid block surface
GroundSpoof CCatches clients claiming ground while actively falling, covering the standard NoFall packet
GroundSpoof DBlocks ground state claims at impossible Y positions including negative coordinates and void level
GroundSpoof ETracks accumulated server-side fall distance and flags when expected fall damage is suppressed
GroundSpoof FCross-references the client's ground claim against actual block collision state in the world cache
GroundSpoof GDetects rapid ground state pulsing with no corresponding movement, a pattern produced by specific NoFall configurations

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

CheckDescription
Velocity AFlags immediate velocity non-acceptance where players acknowledge the transaction but show no horizontal response on tick one
Velocity BCatches vertical velocity suppression, specifically upward knockback from explosions and jumps
Velocity CExtended horizontal velocity check covering ticks two and three post-acknowledgement for delayed anti-KB configurations
Velocity DDetects near-zero velocity yield on both axes simultaneously, targeting configs that reduce all knockback without fully zeroing it

Other Movement

CheckDescription
Timer ATransaction-based tick timing that detects timer speed hacks by measuring real time against packet acknowledgement balance rather than system clock, avoiding false flags on lagging players
Baritone ADetects the rotation snap density pattern produced by Baritone's pathfinder during automated navigation
Baritone BIdentifies robotic mining patterns with systematic block targeting consistent with automated pathfinding and not human play
Baritone CFlags suspiciously consistent block break intervals over time, another signature of automated mining bots
Inventory ADetects players sending inventory click packets while simultaneously sending movement updates, something vanilla clients never do

⚔️ Combat

Aim — Ten checks covering every major approach to aimbot detection including GCD analysis, acceleration profiling, entropy measurement, temporal quantization, and statistical modeling.

CheckDescription
Aim AGCD grid analysis that validates rotation steps align with the quantization pattern of a real mouse sensitivity setting
Aim BDetects sudden large rotation snaps in combat context that exceed what human flicking produces
Aim DFlags zero or near-zero rotational acceleration across both axes, the signature of a constant-speed linear aimbot
Aim ELow entropy detection that identifies rotation distributions too uniform and consistent to be human
Aim FTemporal quantization that detects rotation timing intervals suspiciously consistent with programmatic input
Aim GJerk analysis measuring the third derivative of rotation. Aimbots produce near-zero jerk; human aim does not
Aim HTarget lock detection that tracks oscillation pattern around a target's position over time, characteristic of lock-on aimbots
Aim IBayesian aim classifier combining GCD, acceleration, and efficiency signals into a probability score for synthetic aim
Aim JJitter pattern analysis that detects artificial jitter overlays failing to produce natural direction change distributions
Aim KInput grid mismatch that flags rotations not conforming to any plausible mouse sensitivity grid
Aim LAxis lock and robotic linearity detection for pitch that doesn't move while yaw rotates, and constant yaw-to-pitch ratio across multiple ticks

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

CheckDescription
KillAura BDetects sprinting in directions inconsistent with the player's look vector during attacks and flags KeepSprint behavior
KillAura CSnap and stop detection identifying the rotation pattern where aim snaps to a target and immediately stops moving
KillAura DSilent aim and pitch lock catching KillAura configs that attack without rotating or lock pitch to a fixed value
KillAura EWall hit detection flagging attacks landing on entities through solid blocks using async raytrace validation
KillAura FPacket crit detection identifying the mini-jump pattern used by some KillAura configs to guarantee critical hits
KillAura GMulti-target switching detection for attacking multiple distinct entities within an impossibly short time window
KillAura HAttack interval variance flagging players whose hit timing is too consistent across a window of attacks to be human

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

CheckDescription
AutoClicker ACoefficient of variation analysis flagging click timing distributions with suspiciously low variance relative to their mean CPS
AutoClicker BIdentical delay streaks detecting consecutive clicks with nearly identical inter-click timing, a sign of software-generated input
AutoClicker CHard CPS cap flagging players sustaining clicks above the threshold achievable with legitimate hardware
AutoClicker DHardware double-click detection identifying clicks arriving under 8ms apart, below the threshold of any human input device
AutoClicker EGCD grid lock on click delays detecting timing patterns that align to a software-generated quantization grid

Other Combat

CheckDescription
Reach ACompensated reach validation checking attack distance using backtracked entity positions, accounting for ping and latency
Hitbox AValidates that attacks land on the actual server-side hitbox rather than an expanded client-side version
Raycast AChecks attack and interaction direction against the server's view vector and flags attacks through walls and at impossible angles
CrystalAura ADetects rapid end crystal place-to-break sequences and zero-tick crystal ID prediction
AnchorAura AFlags respawn anchor charge-to-explode sequences faster than any human interaction can produce

📦 World & Blocks

CheckDescription
Scaffold AValidates block placement angle against the player's actual rotation and flags impossible rotation-independent placements used by scaffold hacks
FastBreak ACompares block break time against the server's calculated required time and catches mining faster than the server tick rate allows
Phase ACross-references player position against the world block cache and flags players positioned inside solid blocks

📡 Packets

BadPacket — Catches malformed, impossible, or exploit-triggering packets before they reach the rest of the server.

CheckDescription
BadPacket APacket flood detection flagging clients sending an abnormal volume of packets per second
BadPacket CFast bow release detecting bow release packets arriving before a minimum draw time has elapsed
BadPacket DInvalid entity interaction flagging attacks targeting negative entity IDs or entities that don't exist on the server
BadPacket ESelf-interaction detection for players sending attack packets targeting their own entity ID
BadPacket GNaN and infinite position flagging position packets containing non-finite coordinate values
BadPacket HInvalid hotbar slot catching slot change packets with values outside the valid 0 through 8 range
BadPacket IPosition spam detecting duplicate position packets sent within a short window with identical coordinates
BadPacket JImpossible state flagging players sending simultaneous sneak and sprint for longer than any valid transition allows
BadPacket KNegative transaction ID and invalid window ID catching malformed container interaction packets

Sprint

CheckDescription
Sprint AOmniSprint under blindness or hunger, detecting sprinting when the server state makes it physically impossible
Sprint BOmniSprint direction flagging sprinting more than 90 degrees away from the player's look vector

Packet Order — Validates that packets arrive in the sequence a vanilla client would send them.

CheckDescription
PacketOrder ABlock placement without a preceding arm swing animation packet
PacketOrder BAttacking while a use-item action is active, which is impossible in vanilla
PacketOrder CCrystal automation with multiple crystal operations in the same tick
PacketOrder DNoSwing detection for attack packets sent with no animation packet preceding them
PacketOrder EInventory aura detection for attack packets arriving while the player has a container open

Other Packets

CheckDescription
Invalid APitch outside the ±90 degree hard limit, an impossible value no vanilla client sends
Crasher APlugin channel payload overflow for oversized or malformed plugin message packets used in crash exploits
Timer ATransaction-based timer detection, see Movement section above

🪨 Bedrock

Dedicated checks for Geyser-translated Bedrock players. All thresholds are tuned to account for Geyser's packet batching and translation overhead. Bedrock players never run Java physics checks.

CheckDescription
BFly (A)Detects sustained hover or upward movement while airborne beyond what any valid Bedrock mechanic produces
BSpeed (A)Hard speed cap validation flagging ground and air speed exceeding the maximum possible for Bedrock players through Geyser
BReach (A)Reach distance validation against backtracked entity positions with a lenient threshold appropriate for Bedrock latency

🔧 Contributing

The bar is simple: if it catches real cheats without flagging real players, it belongs here. If it doesn't, it doesn't.

Movement check improvements are the current priority. Combat contributions are welcome. Every PR needs a clear explanation of what the check 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
  • Low-effort ports of other public implementations
  • PRs with no explanation of what changed or why

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


❓ Why open source?

Grim has been fully public for years. Intave open-sourced before shutting down. Neither handed cheaters a free bypass guide. Open source means the community can verify what the plugin is actually doing, fix what's broken, and build on it without waiting on one developer. A paywall protects revenue but it doesn't protect detection logic from people who are already deobfuscating your jar anyway.

Transparent beats closed. Always.


📄 License

Truthful & Faithful License v1.0 — free to use, study, modify, and contribute. Cannot be sold, monetized, or redistributed under a different license.


GitHub · Discord

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Minecraft: Java Edition

26.1.x1.21.x1.20.x

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Опубликован:1 месяц назад
Обновлён:5 дней назад
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