Tags
Creators
Details
Licensed GPL-3.0-only
Published last year
Updated last week
All versions
4.0.8.3
Release
4.0.8.36 months ago 287
Compatibility
Minecraft: Java Edition
26.1.x
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
1.7.x
Platforms
Bukkit
Folia
Paper
Purpur
Spigot
Changes
Core & Engine
- Compatibility: Full support verified for 1.21, 26.1, and 26.2.
- Block Data: Integrated collision mapping for all new block types.
- Violation Engine: VL points now decay naturally across all checks to stop infinite alert stacking and console spam from regular server latency.
Combat
- NoSwing: Stripped out the 1-second throttle and 1.0f cooldown requirements to catch aggressive 15+ CPS KillAura modules. Added a 150ms temporal buffer to absorb out-of-order packet batching without false flagging.
- Reach: Scaled reach limits dynamically based on attacker momentum to safely allow legitimate high-speed sprint-combos.
- KillAura: Added a pipeline cutoff to prevent false aimbot bans when players are fighting inside cobwebs (compensating for the lack of WASD movement).
- Criticals: Blocked "Zero-Y" hover spoofs and micro-jump offsets (e.g., 0.0625).
- Velocity: Blocked "Reduce" hacks via yield percentage math and fixed Ping Spoof bypasses by decoupling knockback from network transaction stalling.
- FastClicks: Injected RNG pattern analysis to catch randomized macros and Modal Duplication flaws.
- FastBow: Tightened draw-time thresholds to 850ms to shut down server-side "Insta-Bow" exploits.
Inventory & Consumables
- ImpossibleInventory: Replaced broken death-tracking with Inhuman Damage-Reaction tracking to catch real Auto-Totem hacks. Fixed the InvMove walking bypass by tracking horizontal movement, and added buffers for mid-air inventory clutches and portal-edge desyncs.
- InventoryClicks: Removed the ItemMeta requirement to catch Auto-Armor/Auto-Pot using generic items. Tracked keyboard actions to catch hotkey macros, fixed exact-match buffer bypasses, and added amplitude caps to stop 0ms lag-spike bans.
- FastEat: Hooked PlayerItemConsumeEvent to stop bypasses when eating Gapples at 20/20 hunger. Added offhand scanning for potions and kelp.
- FastHeal: Rebuilt Regen math to use exact vanilla bitshifting to stop bypasses and stabilized 1.9+ saturation jitter.
Movement
- IMFoodSprint: Added a 1000ms latency grace period for server-client food desyncs, and built a VL accumulator to mathematically catch sprint "pulse-toggling" cheats. Explicitly exempted Elytras and Vehicles.
- Elytra: Switched deployment logic to track vertical acceleration rather than raw Y-speed (allows quick-deploy jumps). Sealed the floating-point "Energy" bypass used for infinite level-flight.
- Vehicles: Isolated boat/minecart max speeds from player modifiers (Speed potions/Soul Speed). Added exponential limit scaling for Blue/Packed Ice boat highways.
- Fluid Dynamics: Overhauled fluid drag to accurately support 1.13+ sprint-swimming, Depth Strider, and lava wading.
- Gravity: Decoupled fall-start predictions to stop false desync flags when crossing chunk boundaries.
- Custom Mounts: Expanded teleport thresholds to absorb extreme momentum shifts from non-vanilla vehicle systems.
World & Building
- FastBreak: Closed the 0ms Insta-Break loophole and completely eliminated the 400% speed exploit by moving to a strict 80% vanilla limit with a flat latency buffer.
- BlockReach: Transitioned to "Eye-to-Center" coordinate math for perfect accuracy, fixing bypasses when mining straight down and false positives when bridging diagonally.
- FastPlace: Fixed division-by-zero vulnerabilities during TPS drops and expanded the detection net to catch "soft" 190ms auto-builders.
- Interactions: Fixed the "floor-staring" bypass for block interaction events.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:CzhWXA8H:HV7DWAfe"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:CzhWXA8H:HV7DWAfe"
}

