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 Example video of how NoCheatPlus blocks cheats (outdated plugin version).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).
-
View User Profile
-
Send Message
Posted Jun 15, 2013@MyPictures
no, i do not get any alert from NC+ when i step into the portal. also the resetonteleport: true didn't work it still continues to happen.
-
View User Profile
-
Send Message
Posted Jun 15, 2013@alek123222
Search in the configuration for reach (Fight checks):
And change it there but please consider that this may cause more false alerts for non hacking players.
@JustinFatalx
Thank you :)
@marubal21
In your configuration file of NoCheatPlus search for resetonteleport: false and change it there. Do you get any alerts from NoCheatPlus if someone goes through a portal?
@BBFChaser
No problem. It could have been a bug in Rei or NoCheatPlus. All what we do is send a motd to the clients which tells the Rei minimap mod to disable those things. However, its possible to modify Reis minimap mod to remove this motd scanner but yea... I recommend to use Spigot since it hides entities and players that are too far away from a player and Orebfuscator will kill that cave rendering. Depends all on how secure you want your server to be.
@hotshot0101
@hotshot0101
You simply edit the actions to do this: http://dev.bukkit.org/bukkit-mods/nocheatplus/pages/documentation/configuration/#w-how-actions-work-an-overview
Forcefield hacks will mostly call Fight checks and Combined_Improbable.
What's wrong with that knockback enchantment? NoCheatPlus supports weapons that have knockback enchantments on them and I recommend to be careful with kicking because of false positives.
-
View User Profile
-
Send Message
Posted Jun 14, 2013i am having good success so far configuring it to kick players using forcefield by putting a cmd:kick at the end of knockback. it kicks every forcefield after a few seconds BUT the knockback enchantment with forcefield is there anyway i can get it to kick that also?
-
View User Profile
-
Send Message
Posted Jun 14, 2013@asofold
First of all i am a goof.....
I installed Reis minimap but i never took into consideration i'm OP. I need to verify with other members but if i deOP myself and relog the entity's dissapers. When i login as an OP entity's are back so i think either i have a player with a modified version of Reis or they are full of poo.
Sorry for taking up your time but thank you any ways.
-
View User Profile
-
Send Message
Posted Jun 14, 2013is there a way to configure nocheatplus to kick players using forcefield?
-
View User Profile
-
Send Message
Posted Jun 14, 2013@asofold
Thats right The twilight forest mod" is a minecraft forge mod. where can i find the setting nofall.resetonteleport so that i can set it to true?
-
View User Profile
-
Send Message
Posted Jun 14, 2013Love this plugin. Been using it for over a year now.
-
View User Profile
-
Send Message
Posted Jun 14, 2013@asofold
All players with the mod can use it. I even downloaded it to test and it works for me.
-
View User Profile
-
Send Message
Posted Jun 14, 2013How can I reduce the forcefield reach distance, players complain that other users use forcefield which config should I change?
-
View User Profile
-
Send Message
Posted Jun 14, 2013@lst96
Basically @MyPictures is right in that we can't really know without checking client behavior. Maybe one could add extra actions to passable for the case of like 10 or 15 seconds after teleport, so one can let it kick, while suppressing the alerts before that period of time. Not sure i will do something about it quickly, but adjusting passable could happen some day more or less soon.
@BBFChaser
All players with latest version of the client or just some players? Are you sure they are not using a modified version of the client? Could be the client changed the motd thingy, though. Hopefully @MyPictures can take a look at this question.
@marubal21
That is not a Bukkit plugin but a Miknecraft forge mod?
You can try setting nofall.resetonteleport to true, but this might not help.
I can not start testing individual mods other than i use myself or typical Bukkit plugins (and maybe some generic server mods), but you might give us debug info if you can reproduce the issue on your local/test server, some instructions can be found here: Testing and debugging NCP
@buratynas
You have set nofall.dealdamage to false? If so, set it to true, unless you really have issues with the default settings (setting to false was an emergency compatibility option, but allows some nofall hacks). If you need it set to false, you have to use a development build (should be fixed there) or wait for the upcoming release.
-
View User Profile
-
Send Message
Posted Jun 13, 2013We have some problems.. after instaling this plugin player take damage after felling from 1 block or walking upstairs. Do you know the problem?
-
View User Profile
-
Send Message
Posted Jun 13, 2013I've been using this plugin for about a month now and it is amazing, it has done wonders on the server, and works flawlessly with the mods i have installed. But, recently i noticed something when interacting with 'portals' from the Twilight Forest mod. I have been testing the scenario and I've limited it down to this plugin.
In-case you are not familiar with this particular mod, it generates a new world filled with, trees, dungeons, maze, etc... to reach this world one would create a twilight portal and jump into it. the problem i'm having is not with the creation of the portal but the using of the portal.
When a portal is created or used by a player, they expect to jump into the portal see the 'downloading world' screen and get teleported to the Twilight Forest world.
With the NC+ active, when a player jumps into the portal the usual 'downloading world' screen comes up, but when they appear in the twilight forest, you hear the sound of falling from a high place (breaking legs) and the death screen. all that is on the chat region is 'player name' died.
This only happens with NC+ active, when i remove it the portals work just fine. Would anyone happen to know the cause of this, i have a feeling it might be related to one of the anti-cheat checks. I'm not sure if it would help but i'm inclulding a copy of my config file: http:pastebin.com/5NSeQtDV
-
View User Profile
-
Send Message
Posted Jun 13, 2013I am coming here hoping you may have a simple answer to a problem i am having.
We have many players that use Reis and even though reis says radar is disabled by default players are able to use the entity finder and cave mapping.
I have been searching and realized that NCP also makes it so that players cannot use cave mapping and entity finder and i was ecstatic since its already installed so i opened up the config to see that allowclientmods was already set to false yet players can still use the entity radar and cavemapping.
Please any suggestions would be great im getting really tired of trying to resolve this 1 issue.
-
View User Profile
-
Send Message
Posted Jun 13, 2013@lst96
No efficient way to do that. The server doesn't know if a PC or a Mobile phone connected to the server, all it knows is that the used Protocol is MC version x.x.x. In this cause you can simply catch the client by getting its behaviour and kick it if does strange moves (such as going through blocks for example). However I don't really think that this should be done by NoCheatPlus, it somehow doesn't fit in our current design.
-
View User Profile
-
Send Message
Posted Jun 13, 2013@asofold
Is there anyway to like block them from connecting?
-
View User Profile
-
Send Message
Posted Jun 13, 2013@Mayhem777
Seems that the NoCheatPlus.jar got damage on download "java.util.zip.ZipException: error in opening zip file". Please check your browser and internet connection to be sure that everything is alright and give it another go.
NC+ 520 from DevBukkit: http://dev.bukkit.org/bukkit-mods/nocheatplus/files/54-nocheat-plus-3-9-2-rc-b520/ MD5: bbe50ac0a92df4fa99ec507d54f1c1b1
NC+ 538 from Jenkins: http://dev.bukkit.org/bukkit-mods/nocheatplus/pages/nocheat-plus-development/jenkins/ MD5: 2450B626BB95363FDA22A97F87369E69
You can compare them here for example: http://onlinemd5.com/
-
View User Profile
-
Send Message
Posted Jun 13, 2013Can't even load last version, wrong yml file...:
http://pastebin.com/Kyi7sZ1w
-
View User Profile
-
Send Message
Posted Jun 13, 2013@Michael_Nolan
Please use code tags, written like:
{{{
<<code YAML>><</code>>}}}
(Might be a bug that the { and } still appear, could be just the preview.)
Assuming that you want to allow more delay (also allows a little more cheating, so be sure not to fall for the trick of players trying to lure you into disabling checks):
Set grace to something higher. It represents milliseconds mined faster than normal, counting a period of roughly 2 minutes (default of 2000 means two seconds faster in total). Increase in steps of at least 2000 and see what it does.
Set the allowed amount/limit to the same as the normal checks limit (fastplace: both 22). This allows instant action of what the normal limit does (22 blocks placed instantly for fastplace), but then a cheating player has to wait the time covered by the normal period to do it again.
If the shortterm checks don't help enough you might have to increase the limit, allowing more per second. (Few checks allow setting the covered period of time, such would be preferable because allowing
4080 intwo4 seconds is better than allowing4080 inonetwo seconds instead of2040 inonetwo seconds. But that's not available everywhere. One could abuse the shortterm setting for this purpose, setting the shortterm ticks to a longer period like 60 ticks=3 seconds and adapt the limit accordingly to like6633 for fastplace, the normal limit you set to the same amount allowing6633 instant actions but only every 3 seconds - this inverts shortterm vs. normal and is a more advanced or "abusive" way to configure. Better keep with the simple way and check if that works out at first.)Edit: fastplace counts 2 seconds for the normal limit by default (thus 22 in two seconds, corrected above)!
Now everybody is confused i assume.
-
View User Profile
-
Send Message
Posted Jun 12, 2013@asofold
Ok, The main flags that are causing problems are the break block, and block place speed. I looked at it, and im not sure what to change.
blockbreak: direction: active: true actions: cancel vl>10 log:bdirection:0:5:if cancel fastbreak: active: true strict: true delay: 90 intervalsurvival: 100 grace: 2000 actions: cancel vl>0 log:fastbreak:3:5:cif cancel
fastplace: active: true limit: 22 shortterm: ticks: 10 limit: 6 actions: cancel vl>100 log:fastplace:3:5:cif cancel reach: active: true actions: cancel vl>5 log:breach:0:2:if cancel
-
View User Profile
-
Send Message
Posted Jun 12, 2013@Fudool8
I don't see what we can do, if the client keeps sending moving packets that would let them go through blocks :).
Maybe nagg the author of that client to implement something to not let players move through blocks, especially if they have a solid block underneath. At least they should care for teleports, which happen with set-backs.