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 Example video of how NoCheatPlus blocks cheats (outdated plugin version).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 Jan 15, 2015@kangarkooo
We do have much much more important stuff to do right now (no joke) :p.
We could set a header containing recent config changes, provided we maintain those. If we maintain them, we could as well store the last build when a path/value was changed within annotations and alert on a per-path basis. That's a little more work initially, but maintainance is even easier. It then depends even more on the build numbers, though.
Could be more promising to just mark "hot changes" internally and calculate the difference between default config and saved config, then alert only for changes with the "hot" marking (would probably be adding and removing @Hot annotations all the time, but it can be done half-automatized).
We are somewhat incompatible with pistons at present, because that would need keeping track of all changes made by pistons and use that data (with directions and timing...) to sort of complement or even bypass the already complex on-ground handling and the speed and distance checking (and the passability of blocks). It certainly is doable, but it has a potential of blowing up things, and it does need more time, so we have to somehow stabiliize with 1.8 (knockback mostly), then we repair fight checks and maybe some speeding.
Destroying entities through walls is not monitored by NCP yet, so that's not a bypass in that sense. Destroying blocks would be a real problem.
I assume you are on 1.8 and are using the more or less latest development build (786) ?
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Posted Jan 15, 2015Hello,
I really appreciate your work and everything but after 2 years of NCP usage I am really tired regenerating the config every time something change (it also says it game that I should regenerate it), and I only need to change a few values and the messages.
Would it be possible to make separate config only for messages which would be automatically updated?
I know # comments are wiped when you save the config, but I suggest you to set a header (getConfig().options().header()) with the new messages that came in the new version. I rewrited my plugin (ChatControl) very recently and I know it probably requires much work but once done it would be amazing and great! Of course I understand if you won't do it since I know there is more important work to do (like for instance the bug below).
Thanks.
PS: Also, some players report that the slime blocks bugs (if it is triggered by piston the player is not thrown into the air and there is some bug preventing XP orbs to lifting up I am not sure about whenever it is by NCP).
PS2: I just tested, it it possible to destroy blocks/entities on the other side of a wall. I know it is hard to fix but at least if you can look into denying killing entities (like Villager) out of the range.
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Posted Jan 9, 2015@NickFirenzooo
Work in progress (see development builds).
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Posted Jan 8, 2015Update on 1.8 please
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Posted Jan 7, 2015@Daniel2584
Latest development builds on our Jenkins work best for 1.8 atm.
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Posted Jan 6, 2015Works well for the 1.8 ?
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Posted Jan 6, 2015@defabricated
Thanks. I will write back there as soon as I found out something new about this case.
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Posted Jan 6, 2015@MyPictures
I created a ticket. :)
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Posted Jan 6, 2015@frizzbee30
Please fill out a ticket for such advanced issues. To me it seems like your server connection seems to spike, creating a huge delay which ends in a time out. There are many ways to record latency and we are of course willing to help out if the issue can be reproduced from our side.
@defabricated
@poepjejan1
Interesting. Can one of you guys create a ticket for this so it wont get lost in the comments? We are already aware that the MC client can move before the chunks have been loaded up (could be somewhat related to this). I will try to reproduce this in the upcoming weekend. Guess I just have to use Bungee with Spigot for MC 1.8?
What is the high (in blocks) of the spawn point (Bungee -> Server)? If its like really high up in the sky (128 and higher) then try to set it below 128 and try again.
Oh yea and what do you guys use to move a player from bungee to a server? Do you just use the bungee command or some kind of special portal plugin etc.?
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Posted Jan 6, 2015great design and config, unfortunately runs great for about 30 mins,t hen just kicks everyone from the server, no errors in console. Basically have to do a restart before anyone can connect. Had to sadly take it off as it does seem to essentially lag everyone out after 30 mins.
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Posted Jan 6, 2015@VillageRealms
same problem for me, players get kicked from the server when they enter water with depth strider
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Posted Jan 6, 20151. Players get kicked only when they're are logging in to the nether world. 2. http://imgur.com/Z6BNp9g 3. https://gist.github.com/defabricated/c705b1f071b37e9f72f0
Players get kicked for survival fly right after changing server.
Thanks for your help, :)
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Posted Jan 6, 2015@defabricated
Bungee could be related, but that's just guessing.
Edit: What do the violation messages show? Is it actually the hover part that'S kicking players?
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Posted Jan 5, 2015@asofold
I have a plugin manager, plugman, but do not use it for nocheat. Just updated to build 780 and will wait for an automatic server reboot to update it. But do I have to regenerate any files?
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Posted Jan 5, 2015Hello,
I have problem with fly violation on login. Players get kicked right after login. I use the newest version of NoCheatPlus (downloaded from Jenkins) and BungeeCord (i don't know, maybe this info is important). I changed some numbers in config (hover), but it doesn't work... :/
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Posted Jan 5, 2015@Adnan2000
Did you check out our development builds?`We already add general 1.8-support there. I intend to provide an official release this week, even if we can't fully support every feature.
@VillageRealms
@plantj0
Are you using a plugin manager or similar to enable/disable plugins (potentially at runtime)?
Edit: Please also retry with build 780.
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Posted Jan 5, 2015@asofold
Same problem as VillageRealms here, but with spigot version 1.8, same NCP version.
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Posted Jan 4, 2015@asofold
My nocheatplus version: http://prntscr.com/5omoom
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Posted Jan 4, 2015@asofold
When will the NoCheatPlus 1.8 be released ?
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Posted Jan 4, 2015@cubeman7
Most features of Nodus shoud be blocked or confined to the limits we set. We don't detect certain hack clients directly, but limit what they can do. You can configure more checks to actually kick at some point, but because the hack clients adapt to the limits we set, they tend not to create huge amounts of alerts.
@VillageRealms
What else are you running (/ncp version) ?