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 Example video of how NoCheatPlus blocks cheats (outdated plugin version).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 Jul 13, 2014@Skyjer
Please note that all CraftBukkit/Spigot/NCP will have to adapt to 1.7.10 and that you will have to keep checking for updates. If a new MC version is only days old, we might push a development build but we might delay releasing it on BukkitDev because it needs testing to be reliable. 1.7.10 clients can connect to 1.7.9 servers, so there is no need for hurry.
@Shevchikden
The early development builds for the server also tend to be instable... are there actual massive problems with the latest dev builds of any server to be confirmed?
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Posted Jul 13, 2014@MyPictures
I think you should add a note that latest release version doesn't work properly (because of no direct nms access) and that server owners should use dev build.
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Posted Jul 13, 2014@MyPictures
I turned off NocheatPlus, and the lag or bugs of my servers, disappeared =ON Before my players couldn't swimming, sprint, or break blocks. Now no lag. I use spigot 1542.
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Posted Jul 12, 2014@omgitsbob12
Which NoCheatPlus build do you run?
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Posted Jul 12, 2014With the newer Spigot builds #1537 and up, NCP gives out a lot of false positives and players are unable to jump over blocks, sprint etc.
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Posted Jul 11, 2014@LegendaryAdmin
Then "interval" setting for blockbreak is a multiplicator countent in %.
My assumption is that the other settings are better for use:
I suggest doubling grace at first and maybe set delay to 150, but it depends slightly on what kind of problems you have.
Moving throguh blocks false positives? On what occasions? Most of those alerts are neither false positives nor abuse. It's just we can't allow players to move through blocks... but during chunk load they send moving packets as if falling slowly - but we just can't let them. So i'd rather turn off those alerts than to remove the check (passable) - what is the specific problems with it?
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Posted Jul 11, 2014@Crazydoc134
Can you be more specific on what side conditions there are? Is NCP installed, how much nuking is possible (creative mode ?)?
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Posted Jul 11, 2014@MyPictures
Thanks for the link. I am sure that documentation would be more helpful if I could make sense of it lol. For example:
I can change the interval for 'Fastbreak' to 200 to reduce the amount of alerts we get in console or chat. Does this mean it will only alert us if it exceeds this threshold? Or will it skip enforcing anti-cheat up to that threshold?
And with Survival Fly: Well, the string is long and full of info I don't want to touch...and this is where we get most of our false positives. I don't see an interval to adjust, how do we adjust this so we don't get so many reports of people being glitched in a block?
What I am getting at, is I have no idea, even with that document, how to configure NCP safely =[
Based on the numbers I posted previously, and the config posted as well, can you not only show me, but tell me why and how to adjust these things so I can be more useful with this plugin?
Thanks!
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Posted Jul 11, 2014Hello, is there a way to prevent nuker from the Weepcraft client? Thanks in Advance.
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Posted Jul 11, 2014@LegendaryAdmin
We try our best to avoid as much false positives as possible but on the other side we also need to provide effective protections against tons of hacks. For pretty much all checks you could silently cancel hack attempts and make NC+ to only notify if VL is higher then X. I recommend to take a look at this: https://github.com/asofold/NCPDocs/blob/master/wiki/configuration/checks/checks.creole#how-actions-work-an-overview
Of course NoCheatPlus needs to do a lot of task to ensure protection so that will notch a tiny little bit on your CPU but shouldn't really be noticeable at all. Previous tests have shown that NoCheatPlus runs quite smooth on pretty much all servers, so if you are willing to share your timings feel free to PM the results to us. If we can spot anything in them we could further improve on the performance of NC+.
Performance can be improved further by disable checks you don't need/want and logging.
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Posted Jul 11, 2014Hello, since there is a lot of talk going on about VL maybe you guys could give me some advice on configuring NCP to my server. Right now I see a TON of "Survival_Fly" VL's mostly around 100-300. Though some of them pop off around 450-550 on a first time glitch in a block. After a day of taking notes and watching to see if any of these players were hacking, false positives that I see a lot of are:
Fastbreak-usually around VL 0-4 Knockback- VL 50-200 Fast Heal-VL10-250 (lots of these too) FastClick-VL50-450 Speed-VL1-10 Angle-VL200-300 Improbable-VL10-100 NoFall- VL1-5 Passable-VL10-20 Direction-VL10-15
Here is our current config: http://pastie.org/9377496
I have also noticed that NCP runs pretty high when it comes to timings, about half of what WG uses. Here is out NCP timings. I don't know if this helps, or if its perfectly normal, better to have it and not need it though...
Thanks for taking a look =]
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Posted Jul 9, 2014@CKGAR
I'll be clear for now: Violation levels vary a lot amongs checks, both in terms of what values mean "a lot", as well as how they increase with repeated violations. Basically some checks are just counting the VL up, while other checks measure distances or time in whatever resolution - these can't really be compared to each other. So in short, it is a bit of a mess, so you will need some experience or ask for advice on specific checks - a rough orientation can be gained from the actions lists in the configuration of NCP, because the rather strong violations would get logged "everywhere" rather, thus have a suffix for the log action like ":cf" or ":icf".
Low violation levels don't necessarily mean false positives, but they can be. There are also checks like moving.passable that just have to trigger violations and set back the player, but it's often neither a false positive nor abuse by the player, e.g. just after joining the server.
Concerning the future of this:
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Posted Jul 8, 2014Hi, can someone explain the violation level(s) (VL) to me? It isn't very clear anywhere on the internet. I don't know what I should be taking seriously, as I have been dismissing quite a lot of these as false-positives. I know that a VL level of 1 isn't very serious, but at what point should I be concerned? Please be clear and thorough.
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Posted Jul 8, 2014@stepvan
What timings? What false positives?
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Posted Jul 8, 2014Hey guys, so on my server recently no cheat plus has been causing some timings issues and lag we had to disable it is giving us a lot of false positives is their anyway i can configure it to fix my timings? Thank you.
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Posted Jul 7, 2014@hclar_52
You could remove the "cancel" functions from fight related checks in the config. Note that this will also allow people to use Forcefield so be sure to have /ncp notify on to ban cheaters.
@AvatarElzoz
You can give all players the bypass permission for fight.reach (nocheatplus.checks.fight.reach). Another way is to modify the config.yml for NCP. You can scroll down to the fight section and under reach set active to false or remove where it says cancel under actions.
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Posted Jul 7, 2014hey guys um...is there anywhere i can turn off the long hit disableing in nocheat?? 8any version) since im use another plugin call Minecraft:The last airbender i think its interferring with it when i cant damage any mob/player with it :s help would be nice :))
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Posted Jul 6, 2014on most faction servers with this plugin I have played the hit detection is complete ass, I then go and play a fairly large kit pvp server or a hardcore and the hit detection is absolutely flawless. My first guess is the config, so if that is the case...what part of the nocheat config needs to be changed to make the hit detection...good?
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Posted Jul 6, 2014@Odie680
Could you open a ticket for this? It'll be hard to follow on the main page.
So if you use /ncp info player ... nothing shows as opposed to before?
I find it hard to comparte "kill aura not logged at all" vs. "it works", while we don't have an explicit "kill aura" check - what did you check for (ingame alerts, console logs, file logs, ncp info command)?
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Posted Jul 6, 2014@MyPictures
I'm using the latest version of spigot, and the latest version of NoCheatPlus.
The only way it can work again, is reverting back to Feb 18 or lower.
KillAura is not logged, AT ALL in the latest version.