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0.6
Compatibility
Changes
Fixes & Improvements
This update focuses on improving SimulationA accuracy, reducing false positives, strengthening movement detection, and tightening post-setback behavior while preserving legitimate Minecraft mechanics.
Fixes
Fix #1 — Entity Collision AirJump/Fly Bypass
- Fixed an issue where nearby entities could excessively inflate uncertainty values.
- Reworked uncertainty handling to distinguish between horizontal and vertical movement.
- Entity collisions now primarily affect horizontal prediction instead of broadly weakening all movement checks.
- Significantly improved AirJump and Fly detection reliability around:
- Players
- Mobs
- Boats
- Crowded combat situations
- Reduced opportunities for movement cheats to hide inside entity collision zones.
Fix #2 — SimulationA Elytra Swap False Positives
- Fixed false positives when swapping from an Elytra to a chestplate while airborne.
- Reworked Elytra transition handling to use phased momentum recovery instead of broad protection.
- Added improved handling for residual glide momentum.
- Reduced incorrect flags caused by legitimate Elytra exit behavior.
- Preserved detection capability during the recovery period.
Fix #3 — SprintB Elytra Transition False Positives
- Fixed SprintB incorrectly flagging players immediately after exiting Elytra flight.
- Added Elytra-aware transition handling.
- Improved movement direction analysis during momentum carry-over.
- Reduced false positives without weakening omni-sprint detection.
Fix #4 — Excessive Setback Exemptions
- Fixed overly long post-setback exemption windows.
- Reduced unnecessary grace periods following:
- Lagbacks
- Teleports
- Position corrections
- Movement setbacks
- Improved detection consistency after corrective actions.
- Eliminated situations where cheats could temporarily avoid detection after a setback.
Fix #5 — Uncertainty Classification Issues
- Fixed multiple uncertainty sources being applied as blanket movement uncertainty.
- Reclassified uncertainty sources based on whether they primarily affect:
- Horizontal movement
- Vertical movement
- Both
- Reduced cases where one environmental factor unintentionally protected unrelated movement.
Improvements
Improvement #1 — SimulationA Accuracy
- Improved overall SimulationA prediction reliability.
- Refined environment classification logic.
- Improved handling of edge-case movement scenarios.
- Increased confidence in movement validation while maintaining stability.
Improvement #2 — Directional Uncertainty System
- Introduced directional uncertainty processing.
- Horizontal and vertical prediction paths are now evaluated independently.
- Improved precision during:
- Combat
- Explosions
- Entity collisions
- Environmental transitions
- Reduced over-tolerant prediction behavior.
Improvement #3 — Elytra Momentum Modeling
- Added phased Elytra recovery handling.
- Improved momentum preservation modeling after glide termination.
- More closely matches legitimate Minecraft movement behavior.
- Better differentiation between residual momentum and invalid movement.
Improvement #4 — Movement Detection Aggressiveness
- Increased detection effectiveness against:
- Fly
- AirJump
- Vertical movement exploits
- Reduced reliance on broad uncertainty reductions.
- Improved consistency of violations during repeated cheat attempts.
Improvement #5 — Setback Recovery Logic
- Reworked recovery behavior after setbacks.
- Faster return to active monitoring following corrections.
- Reduced unnecessary recovery delays.
- Improved state reconstruction consistency.
Improvement #6 — Prediction Stability
- Improved prediction stability during rapid movement state transitions.
- Better handling of:
- Elytra exits
- Entity interactions
- Velocity changes
- Environmental changes
- Reduced prediction desynchronization opportunities.
Improvement #7 — Internal Movement Framework
- Expanded directional movement analysis infrastructure.
- Improved separation of movement state handling.
- Added a stronger foundation for future SimulationA improvements and additional movement checks.
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:r0IgCzva:9zJ0aGD5"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:r0IgCzva:9zJ0aGD5"
}

