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 Example video of how NoCheatPlus blocks cheats (outdated plugin version).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 Jun 25, 2015Hi Guys! I'm having a problem globally with NCP. Many times, NCP throwbacks (as you can see here http:gyazo.com/6e1e5c75181b50cd250869b93bdf0f5f) players backwards and considers it as a "survivalfly" violation when the player isn't really fly Hacking. This has been becoming more and more frequent and it's annoying my entire community. Do you know by chance how to fix this without needing to disable completely the "survivalfly" feature at No cheat Plus config? NCP Version:http:gyazo.com/daf965deb06f02b657f85e75241d02e6
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Posted Jun 24, 2015@ceagle2
A moving trace with a player would be good (latest dev build + allviolations set in the config + use the command /ncp debug PLAYERNAME (+ reload afterwards, best with log file set to a folder name to switch file with each reload).
Not sure the very short explanation does it, maybe MyPictures or me can do it (mostly) ingame / guide you to do so.
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Posted Jun 23, 2015@asofold
Thank you for your response. Yes, all of the teleports that trigger SurvivalFly are short ranged, like 5-30 blocks in range. I made SurvivalFly cancel nothing at all, but only report VLs to me (actions: vl>1000 log:flyshort:1:20:cif) - those teleports happen in designated areas like minigames, far away from spawn. But our players told me they're seeing those teleported players "flying" to spawn and back for a brief moment. Probably interpolated positions between two server ticks. The reason here: with SurvivalFly enabled, they land at x:0 y:0 z:0, fall through the Bedrock floor and into the void. Violation Levels are relative to their distance to 0/0/0, so for example VL 40000 is a small 4D house near spawn, VL 150000 are certain dungeons in our solo dungeon game, further away from spawn.
When there were still bukkit-provided commands, bukkit:tp worked flawlessly. It's only the Vanilla /tp command that has always given me this kind of trouble.
I'm using CB-initiated teleports for all kinds of stuff - spawn teleport, server-join position correction, minigames, 4D-intended environments. Avoiding unnecessary amounts of out-dated, soon-to-break plugins this way.
If you need it as a testing environment for this issue and possibly other issues as well, feel free to use our main server - I'd give you all permissions necessary for you to be able to see VLs and check them out and will of course put in the latest NCP builds whenever possible.
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Posted Jun 22, 2015@globox99
Please post entire timings including server version and NC+ version (I recommend making a ticket).
@sexyrussian
Please open up a ticket for this problem (I recommend to fill out the "defect" layout"), seems not like a easy to solve issue.
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Posted Jun 22, 2015Hi, NCP make lags.. look timings http://scr.hu/3cmp/wpevz
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Posted Jun 20, 2015http://squadcraft.net/threads/xxian_pvpxx-and-xdtbxbashy2004-fly-hacking.14963/#post-186193
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Posted Jun 20, 2015@DaisukeVN
@WhosHenry
There used to be incompatibilities. Since there have been fixes for velocity-related stuff, there might be some improvement with the latest development build, concerning moving/velocity/jumping related.
@ceagle2
I am not entirely sure what actually happens, but there have been issues with command blocks before, concerning teleportation. Only thing i can imagine would be that the event is missing on server side, otherwise if latency leads to an illegal move , the player should get set back to the latest teleport position. It still slightly depends on what is the case.
Moving events after teleports still getting processed is a flaw in the Minecraft protocol, and i wouldn't suggest wildcard exemption for any longer duration (unless confined to a certain block break or certain very clear side conditions, or as an absolutely last resort to make some special feature work, but then not in NCP but using a compatibility hook).
But we have to ensure what is the case with where NCP sets back to and what distance the teleports are.
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Posted Jun 20, 2015@DaisukeVN
No it does not, I am using slimefun and NCP for a while now and it still kicks people for using certain items.
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Posted Jun 20, 2015Is it possible for SurvivalFly not to trigger on short-range /tp teleports? I'm using those teleports for several puzzle dungeons that seem to be 4D, where players get teleported between areas which look the same on first glance (so players mostly don't notice the teleports) and they are just like 10-30 blocks apart from each other. And I had to make SurvivalFly not prevent anything (but just report VLs) in order for those teleports to work without NCP undoing them.
One suggestion here might be: when /tp teleports someone, whitelist them for SurvivalFly-checks for a few server ticks, and make the amount of whitelist-ticks customizable.
Using NCP build 824 with latest 1.8.7 Spigot.
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Posted Jun 19, 2015Does NCP support SlimeFun Plugin + Addon now? http://dev.bukkit.org/bukkit-plugins/slimefun/
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Posted Jun 14, 2015@Flarupspige
Could not reproduce with NC+ 824 and Spigot for 1.8.7. Please open up a ticket and fill out the "Defect Template".
@DarkRaider462
@weter99
But other checks work fine? I tried with build 824 and Spigot 1.8.7 but couldn't find anything. Could be a specific client or defective plugin/permissions. Could you open up a ticket so we can discuss it better and keep track?
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Posted Jun 13, 2015@DarkRaider462
Me too
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Posted Jun 13, 2015Hay, i'm using the latest NCP on 1.7.9 - 1.8 Spigot patch, and some players are still able to fly around without getting sent back?
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Posted Jun 9, 2015With the latest update from Jenkins, players cant run in world_the_end? :)
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Posted Jun 9, 2015@ConquestPvP
You give the permission for a specific mod to allow it: https://github.com/NoCheatPlus/Docs/wiki/Permissions#client-modifications
Or you allow all at once.
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Posted Jun 8, 2015How do I disable anti-xray features for this plugin?
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Posted Jun 6, 2015@killertunes
Do u use protocolSupport
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Posted Jun 6, 2015@alexmarkey
Full ouput of the "ncp version" command, if you don't mind? What's the server version? What's the violation messages (ingame/file logs)?
@killertunes
What NCP plugin? In case of Citizens(1/2) consider to also install CompatNoCheatPlus (see link above, might use the jenkins version).
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Posted Jun 6, 2015I'm getting a NoSwing: Didn't swing arm message repeatedly when my NPC guards attack monsters. I'm using the newest NCP.
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Posted Jun 5, 2015Using build #823
NoFall check is killing players mid air whilst falling from an extremely high point. Example: Jumping from max height to water will kill them whilst theyre falling
nofall: active: true dealdamage: true resetonviolation: false resetonteleport: false resetonvehicle: true anticriticals: true actions: log:nofall:0:5:if cancel vl>30 log:nofall:0:5:icf cancel