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 Example video of how NoCheatPlus blocks cheats (outdated plugin version).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 26, 2014@GodsDead
Short flying after taking damage is a known issue.
"but flying is completly ignored on a weird spawn bug"
I am not sure about this, what do you mean by that, people can fly in your worlds spawn?
Edit : "spawning glitches and thy can fly" - Which player can fly , the respawning player, the attacking player, or both?
What with boats... do you have any related log entries (ingame, file, console)?
And finally... could you state the output of the "ncp info" command?
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Posted Jul 26, 2014I have been having majour problems with people glitch flying through PVP, they repeatedly kill a player at their bed spawn, spawning glitches and they are flying. People get flagged and kicked for using a boat, but flying is completly ignored on a weird spawn bug?
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Posted Jul 25, 2014@dotapurex1
That was a pretty short test. Despite looking like a lot, it can not be reliable (rather have 200000, better 1000000+ events).
Are there any noticeable problems for playing?
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Posted Jul 25, 2014The latest dev build seems to be causing performance issues: http://puu.sh/aqkqR/d3fe7b8833.png
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Posted Jul 23, 2014@xSnowBlitzz718
Same answer from my side - please open a ticket for cauldron support.
The block types might be dÃfferent, if you have modded tools, things will be even more complicated... this will get lost on the main page.
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Posted Jul 23, 2014@Crazydoc134
Yep, this.
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Posted Jul 23, 2014@Red_Jay
I'm having the same "rubber banding issue" and I use cauldron 1.7.2 Is there a build that is stable for cauldron?
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Posted Jul 22, 2014@Crazydoc134
I think we should put that to a ticket, becaus mods are hard to make compatible.
If you don't want to exempt all players from flying checks, you might need to tweak the "blockflags" settings.
Still we need the output of "ncp version", at least server/MC and NCP versions.
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Posted Jul 22, 2014@asofold Simply, players without having OP can barely walk.They get teleported back.
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Posted Jul 21, 2014@Crazydoc134
That might become complicated, can you confine it to certain kinds of blocks to walk on?
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Posted Jul 21, 2014Players cannot move using the latest version of NCP in Modded/Cauldron server.It gives false errors that they are trying to fly.
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Posted Jul 21, 2014@CKGAR
I would never suggest to bypass all checks, but go by distinct alerts and/or the output of /ncp info player" rather.
The permission to bypass most stuff is nocheatplus.checks,. However disabling checks in an arena means that you enable all sorts of split-second-aura-kill-things and flying, so i would suggest to just tweak the checks to prevent the worst instead of blunt disabling.
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Posted Jul 21, 2014Is there any way that in my pvp arena, which is in a different world from my spawn, that I can disable checks in that world? Is there a parent permission for all checks to be disabled?
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Posted Jul 21, 2014@Red_Jay
I don't think such can simply be "fixed" by a config setting. Is it an occasional issue or does it always happen, to all players?
Best post output of the "ncp version" command, so we can quickly see, if there is a version incompatibility. E.g. running on 1.7.10 you would need a development build of NCP for now.
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Posted Jul 20, 2014Which settings to edit to fix "rubber banding' or where a player is running and then gets lagged back several blocks
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Posted Jul 19, 2014@MyPictures
Thank you! :)
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Posted Jul 19, 2014@Greenman1805
It does, you just need to update your NoCheatPlus to implement support for MC 1.7.10. You need to use a development build from our Jenkins, because there is yet no RC/Beta out for 1.7.10 (NC+ 712 and up have 1.7.10 support).
Even with that message, NC+ will still work mostly fine. It just tells you that it couldn't setup NMS access which is required to let the more advanced checks work.
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Posted Jul 19, 2014Why doesn't NCP support Spigot?
[Server thread/WARN]: [NoCheatPlus] Could not set up native access for the server-mod (git-Spigot-1554 (MC: 1.7.10)). Please check for updates and consider to request support.
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Posted Jul 18, 2014@VideoGameBlackBelt
The default configuration is set such that you have the best balance between cheat prevention and false positives that we could find. So tweaking the config is best done with having some issue in mind, or with testing out the changes, of course you need an idea what the settings do.
Usually you can not compare settings of different checks. All interval settings usually have something to do with an interval of time, between two events, however they could have a different scale and totally different effects.
There is no interval setting in survivalfly, but there might be an intervalsurvival setting, e.g. in blockbreak.frequency, which is described as "The minimal interval in milliseconds between two block breaks assumed to be ok, for players not in creative mode." in the NCPDocs (https://github.com/asofold/NCPDocs/blob/master/wiki/configuration/checks/blockbreak%2Fblockbreak.creole). It may not be the best description, but not too hard - should be the amount of milliseconds that have to be between to block breaks, at least the check will use that as orientation for monitoring stuff.
Did you really check out the wiki page about checks (and the pages for the individual checks)?
https://github.com/asofold/NCPDocs/blob/master/wiki/configuration/checks%2Fchecks.creole
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Posted Jul 18, 2014@asofold
Alright I'll do that and if it helps I could delete the comment to clear a bit of the homepage up. Also yea I'm trying to figure out the entire config so I can understand it better and catch most of the hackers.(and this is why I needed a video if already made)
I have one question that I really want to know before I create a ticket, interval. I don't know how interval works but I think that most things should be set at a different interval, like breakblock and jump for example. But if you could explain either how interval works and how much interval is good for survivalfly and speed, or you could explain every cheat on the list's average interval. Either way I just want to learn interval and set the survivalfly and speed because thats usually the most common thing hackers do. For example on learning on the Interval you could do a chart: 1000 interval = 0 interval = 2000 interval = etc. Thanks