Compatibility
Minecraft: Java Edition
1.21.x
1.20.x
1.19.x
1.18.x
1.17.x
1.16.x
1.15.x
1.14.x
1.13.x
1.12.x
1.11.x
1.10.x
1.9.x
1.8.x
Platforms
Creators
Details
Licensed GPL-3.0-or-later
Published 2 months ago
Updated yesterday
Boar (an Geyser extension) is a proof of concept anticheat project that act simillar to server-auth-with-rewind on Bedrock for
GeyserMC project with a few more checks and improvements compare to BDS.
Note: I'm getting more and more tired maintaining this project, so this project won't be frequently update. However this project is not abandoned, I will still maintain it, update and push fixes from time to time if needed. If there are bugs and bypasses, you can still can contact to me about it and I wil get to it when I can. Extra note: This doesn't make this anticheat worse than other anticheat
⚠️ WARNING: THIS ONLY FOR BEDROCK PLAYER NOT JAVA PLAYER! YOU WILL NEED TO PAIR THIS WITH ANOTHER JAVA ANTICHEAT!
- Also side note, there is ZERO guarantee about performance, update frequences, or if I will ever
finishthis. - I'm one again warning you I WONT'T GUARANTEE THAT THIS WON'T FALSE, THIS ANTICHEAT STILL IN VERY EARLY DEVELOPMENT.
Current detections list
- Almost every single movement-related cheats (except vehicle), including - but not limited to
- Fly
- Speed
- Jesus
- Step
- Fast Climb
- High Jump
- No Fall
- No Slow
- Velocity
- And a whole lot of things, basically (almost) everything, try it for youself.
- Reach
- Timer
List of movement related dectections
What makes this anticheat "better" compare to other.
You can take a look at a list of "other anti-cheats" here
- It's free..... and open-source, which is pretty dang good already.
- Instead of rely on tricks to detect misbehaviour, Boar predict/simulate the EXACT behaviour that the client going to do (entity attack, position), making it almost "unbypassable".
- Built to be accurate to Bedrock as possible as it could be, and instead of reading/interfering with what Geyser translate, Boar catch any kind of misbehaviour BEFORE GEYSER HANDLE IT.
- Fully packet based, as stated above, read and interfere directly (if needed) bedrock packet that client/server sent
- Fully synced to the player ping to account for lag.
Note
- It's not perfect, expect falses, and a lot difference that Bedrock have from Java is un-implementated, so if you do find a bug/false, do report it.