NoCheatPlus

Detect and fight the exploitation of various flaws/bugs in Minecraft!
Introduction
NoCheatPlus attempts to prevent cheat clients from exploiting weaknesses of Minecraft or its protocol, making your server more safe. Checks cover a wide range of issues including flying and speeding, fighting hacks, fast block breaking and nukers, inventory hacks, chat spam and other types of malicious behaviour. For a more complete list have a look at the Features Page.
NoCheatPlus puts emphasis on configurability and allows you to customize actions that are carried out when a player fails a check (e.g. silent cancelling, executing commands, just logging). Bypass permissions allow to control what check to apply for which players, all checks can be deactivated in the configuration, also having the option for world-specific configuration files. Many checks allow more detailed configuration to adjust sensitivity.
Certainly NoCheatPlus is not a magical bullet, it uses a lot of heuristics and even guessing, so you will encounter false positives here and there and also not catch every single violation. Example video of how NoCheatPlus blocks cheats (outdated plugin version).
NoCheatPlus was introduced by NeatMonster, building on the code base of NoCheat by Evenprime.
Recommended
The following plugins might be useful to have a look at.
ProtocolLib
Allows NoCheatPlus to activate packet-level checks, covering a range of exploits that can't be monitored using ordinary means. Since roughly Minecraft 1.7.10, the fight.speed check can't work as expected anymore, due to changes in CraftBukkit. With ProtocolLib this can be repaired.
CompatNoCheatPlus (cncp)
Make plugins like mcMMO or MachinaCraft more compatbile with NoCheatPlus. Not all existing plugins are covered (yet), but you can leave a note or create an issue/ticket request for cncp. Phasing out: Citizens 2 should work with NCP out of the box, MagicSpells are working on compatibility too - rest will be integrated into NCP.
Orebfuscator
Orebfuscator fights all sorts of X-ray-hacks by altering the map information that is sent to the players, such that they have to mine blocks to actually reveal what is behind. Virtually a "must have". (Latest versions of Spigot contain features of Orebfuscator.)
Downloads and History of Changes
- Download officially approved versions on the Files page at BukkitDev.
- Development builds have been moved over to the Jenkins at md-5.net.
- Do not download from any other source, do not use jars other people send you.
- Change lists: Wiki (digest) | Jenkins (by build number) | GitHub (all commits).
- Source code
Plugin statistics are no longer reported to mcstats.org.
Support
Documentation Resources
- Consider first: Frequently asked Questions and Known Issues.
- Wiki (Configuration, Permissions, Commands)
- Developers might have a look at the page describing the API of NoCheatPlus.
Contact us
- Quick questions can be asked on this page,
or on IRC (Server: irc.spi.gt | Default-Port: 6667 | SSL-Port: 6697 | Channel: #nocheat | Web client: WebIRC) - For real issues or feature requests please create a new issue/ticket or add to an existing issue/ticket.
- To send information that is not to be seen by all, you can also reach us by PM to @asofold and @MyPictures. @IceAP (IRC: ICE) will also help or redirect the conversation. Please do not contact the user 'NoCheatPlus', it is for administrative purposes only and will likely not be answered in time. Keep to BukkitDev and GitHub for support, do not trust users on other forums or websites, also not if their nick names are the same as NCP staff on BukkitDev.
Please always state the output of the "ncp version" command to let us know versions in use (users of cncp also the "cncp" command).
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Posted Sep 19, 2012@unv_annihilator
You can disable the check, i will make it more configurable what to use it for.
It combines several inputs, weighted, to allow canceling actions if different kinds of actions or violations combine. Things that add in are attacking, inventory manipulation, sneaking, sprinting, attacking on the verge of the allowed distance etc. You can safely disable it at the moment, it is meant supplementary but not yet fully developed.
It helps a little against force fields, but future updates will improve on those anyway and also allow to disable it for inventories individually.
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Posted Sep 19, 2012I was wondering what the 'combined: improbable' check does. It seems that it is related to inventories however I assume it has other things in it due to the fact it's under 'combined'. Only reason I'm asking is because of the fact that I want to get inventory tweaks back and running on my server, however I'm 90% sure this is what's keeping it from working. Just wanted to get a full understanding of what it does before I remove it however.
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Posted Sep 19, 2012@lazertester
Donations went and still go to NeatMonster, unfortunately he is too busy in real life to continue right now, so i will take charge. Just i don't have the Manager role yet.
We are having a jenkins roughly working, it will be linked soon.
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Posted Sep 18, 2012What happened to the jenkins server? Were donations not sufficient?
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Posted Sep 18, 2012@andrewkm
Not really, it dpends on the permissions plugin, though - is it an option to add the nocheatplus.mods permission t see if that works?
@Freeezd
thx .9
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Posted Sep 18, 2012This is the best security plugin that I've ever used. Great job so far devs, and I hope this goes on for a long, long time! :D
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Posted Sep 18, 2012@asofold
Any ideas on not having the ability to enable CJB xray anymore even as op with * permission?
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Posted Sep 18, 2012@Aangiix3
New one is comming soon.
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Posted Sep 18, 2012Where has the Jenkins-Page gone? :(
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Posted Sep 18, 2012@watdidyusaey
Of course rpg plugins get blocked usually, it is the job of NoCheatPlus, not because it is rpg plugins, but because those skills usually would mean cheating if just regarding the players actions. You might make a ticket for CompatNoCheatPlus for your plugin and describe what plugin it is and which skills fail and which checks alert, then i might do something about it.
(Just as an example: mcMMo creates 3 Block break events per giga drill breaker use on a block, one of the events is a "fake" or custom one. Not sure they changed that with dev builds recently. So in addition to the fast breaking speed (insta...) they also create three times the events that normally would happen. cncp provides compatibility with that though.)
Hidden flags ? All settings will be documented, but it might happen with a little delay for some things. Maybe you want to reach something certain, then you can ask directly.
Concerning potions and effects please make a ticket for NCP and describe which effects it is and probably which checks alert for those. That might speed up things.
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Posted Sep 18, 2012@TNTUP
You can't just expect this plugin to work if you don't configure it.
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Posted Sep 18, 2012This plugin is impossible to use with rpg plugins. I don't want my players to fly, but I want players to use special abilities to knock each other back. Finding a "sweetspot" is not plausible :/.
Can you guys also document your "hidden" flags? I don't see the reason why they're hidden.
Also I would give people Speed IV potions or unobtainable effects and NCP flags them as cheats! How can I stop this?
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Posted Sep 18, 2012@asofold
I think I will just disable the check for now - seems to be more of a headache than its worth at the moment.
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Posted Sep 18, 2012@LordKainzo
Actually 2500 - 10000 is not so much for fastbreak, because currently it adds the overtime in milliseconds. So getting 5000 at once means you have mined blocks like 5 seconds faster than allowed given the monitored time frame (like 2 minutes), for vls it adds up and decreases slowly. We might try to adjust vls later by applying some factor, but one can't compare other checks vls too much anyway.
intervalsurvival should be <= 100, especially if you have lag issues - it is percentage of the allowed block breaking time, but in terms of "lower allows them to break the blocks faster". So with 110 it would be no wonder if people accumulate vl for breaking obsidian for sure :)
I think you can delete the buffer and interval settings, they are prehistoric remainders.
Actually if you have lag issues, it is certainly heroic to try to make fastbreak work (if you depend on rough breaking durations for economy, ignore this), but you might consider relying on the frequency check and disable fastbreak, becasue fastbreak just tries to enforce the per block breaking speeds, roughly. On the other hand it is very valuable for us to see if you get it to work...
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Posted Sep 18, 2012Here's the current settings @Asofold - let me know if I did something wrong. I'm still getting crazy high violation hits. The VL's range from 2500-10000 atm.
fastbreak: active: false delay: 90 intervalsurvival: 110 actions: cancel vl>500 log:fastbreak:3:5:cif cancel buffer: 6 interval: 100 buckets: contention: 4000 factor: 0.9
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Posted Sep 18, 2012@Dandacion Could be anything from imbalanced check (outdated version, or just too strict) to laggy clients or to hack clients not being turned off.
Important are details like version of NCP used or if any other information is known (i guess you don'T know what they have been trying).
If you know more , please add to this ticket: http://dev.bukkit.org/server-mods/nocheatplus/tickets/208-fastbreak-issues-3-7-1-beta-b/
If you are using mods with new block types employed it is inevitable that they alert with present versions.
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Posted Sep 18, 2012Getting a few anomalous readings atm. Line 34768: 12.09.16 23:20:38 [INFO] ninjasalad failed FastBreak: tried to break too many blocks. VL 2387636348671868928. As an example.
A couple players are showing up with ludicrously high Violation Levels @asofold any ideas why?
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Posted Sep 18, 2012@TNTUP
You are not running default configuration or an outdated version, what CraftBukkit version are you on ?
@TNTUP
There never is no reason, what is it ? Please update your config, some settings seem to be wrong, and which beta exactly are you using (post exact verison please)?
@LordKainzo
You can try to increase the contention amount (accumulated overtime) and/OR adjust how strongly older overtiem counts in:
a)
b)
In addition or even alternatively you could add an entry to the buckets section: "factor: 0.9" for instance - this setting defaults to 0.99 and allows to specify how strongly older overtime counts in. Overtime is accumulated for two minutes, with 0.9 entries that are 1.5 minutes old wil lcount in only 10% of their value, that could help with lag a good bit. With the default of 0.99 entries with age of 1.5 minutes would count in with 80% still.
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Posted Sep 18, 2012wtf, it kicks my players for no reason.... gotta switch to a old version I had. I don't recommend the latest beta builds, kicking my legitimate players for no reason :/