{"id":160342,"date":"2026-06-09T17:51:24","date_gmt":"2026-06-09T14:51:24","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/truthfulac\/"},"modified":"2026-06-09T17:51:24","modified_gmt":"2026-06-09T14:51:24","slug":"truthfulac","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/truthfulac\/","title":{"rendered":"TruthfulAC"},"content":{"rendered":"<p># TruthfulAC<\/p>\n<p>TruthfulAC was a paid plugin. Then it wasn&#8217;t. The license key is gone, the obfuscation is gone, and the full source is public because a free anti-cheat that&#8217;s actually good does more for the community than another plugin sitting behind a paywall.<\/p>\n<p>The open source AC space has movement covered. Grim exists. What it doesn&#8217;t have is combat detection worth using. TruthfulAC fills that gap with GCD analysis, aim consistency tracking, statistical autoclicker detection, and a simulation-based movement engine that handles the edge cases most free plugins ignore entirely.<\/p>\n<p>Use it. Fork it. Contribute to it.<\/p>\n<p>&#8212;<\/p>\n<p>## \u2699\ufe0f Installation<\/p>\n<p>1. Drop PacketEvents into `\/plugins\/`<br \/>\n2. Drop `TruthfulAC.jar` into `\/plugins\/`<br \/>\n3. Restart<\/p>\n<p>No license key. No activation. No account. That&#8217;s it.<\/p>\n<p>&#8212;<\/p>\n<p>## \ud83d\udee1\ufe0f Checks<\/p>\n<p>### \ud83c\udfc3 Movement<\/p>\n<p>**Simulation** \u2014 The core of the plugin. A full server-side physics engine that predicts where a player should be every tick and compares it against what was actually sent.<br \/>\n| Check | Description |<br \/>\n|&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8212;-|<br \/>\n| Simulation A | Validates vertical and horizontal movement against the server&#8217;s compensated physics model. Catches fly, bhop, and speed across virtually every movement state |<br \/>\n| Simulation B | Covers elytra abuse and hard speed cap violations that slip past the primary simulation |<br \/>\n| Simulation C | Per-state movement validation targeting context-specific exploits within individual movement tags like swimming, climbing, and vehicle states |<br \/>\n| Simulation D | Supplementary movement validation for edge cases and transitional movement states not covered by A through C |<\/p>\n<p>**NoFall \/ Ground Spoof** \u2014 Six checks targeting every known variant of fake ground state packets used to suppress fall damage.<br \/>\n| Check | Description |<br \/>\n|&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8212;-|<br \/>\n| GroundSpoof B | Flags ground state claims at Y positions that don&#8217;t align to any valid block surface |<br \/>\n| GroundSpoof C | Catches clients claiming ground while actively falling, covering the standard NoFall packet |<br \/>\n| GroundSpoof D | Blocks ground state claims at impossible Y positions including negative coordinates and void level |<br \/>\n| GroundSpoof E | Tracks accumulated server-side fall distance and flags when expected fall damage is suppressed |<br \/>\n| GroundSpoof F | Cross-references the client&#8217;s ground claim against actual block collision state in the world cache |<br \/>\n| GroundSpoof G | Detects rapid ground state pulsing with no corresponding movement, a pattern produced by specific NoFall configurations |<\/p>\n<p>**Velocity** \u2014 Detects anti-knockback by tracking whether players actually apply velocity after acknowledging it via transaction packets.<br \/>\n| Check | Description |<br \/>\n|&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8212;-|<br \/>\n| Velocity A | Flags immediate velocity non-acceptance where players acknowledge the transaction but show no horizontal response on tick one |<br \/>\n| Velocity B | Catches vertical velocity suppression, specifically upward knockback from explosions and jumps |<br \/>\n| Velocity C | Extended horizontal velocity check covering ticks two and three post-acknowledgement for delayed anti-KB configurations |<br \/>\n| Velocity D | Detects near-zero velocity yield on both axes simultaneously, targeting configs that reduce all knockback without fully zeroing it |<\/p>\n<p>**Other Movement**<br \/>\n| Check | Description |<br \/>\n|&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8212;-|<br \/>\n| Timer A | Transaction-based tick timing that detects timer speed hacks by measuring real time against packet acknowledgement balance rather than system clock, avoiding false flags on lagging players |<br \/>\n| Baritone A | Detects the rotation snap density pattern produced by Baritone&#8217;s pathfinder during automated navigation |<br \/>\n| Baritone B | Identifies robotic mining patterns with systematic block targeting consistent with automated pathfinding and not human play |<br \/>\n| Baritone C | Flags suspiciously consistent block break intervals over time, another signature of automated mining bots |<br \/>\n| Inventory A | Detects players sending inventory click packets while simultaneously sending movement updates, something vanilla clients never do |<\/p>\n<p>&#8212;<\/p>\n<p>### \u2694\ufe0f Combat<\/p>\n<p>**Aim** \u2014 Ten checks covering every major approach to aimbot detection including GCD analysis, acceleration profiling, entropy measurement, temporal quantization, and statistical modeling.<br \/>\n| Check | Description |<br \/>\n|&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8212;-|<br \/>\n| Aim A | GCD grid analysis that validates rotation steps align with the quantization pattern of a real mouse sensitivity setting |<br \/>\n| Aim B | Detects sudden large rotation snaps in combat context that exceed what human flicking produces |<br \/>\n| Aim D | Flags zero or near-zero rotational acceleration across both axes, the signature of a constant-speed linear aimbot |<br \/>\n| Aim E | Low entropy detection that identifies rotation distributions too uniform and consistent to be human |<br \/>\n| Aim F | Temporal quantization that detects rotation timing intervals suspiciously consistent with programmatic input |<br \/>\n| Aim G | Jerk analysis measuring the third derivative of rotation. Aimbots produce near-zero jerk; human aim does not |<br \/>\n| Aim H | Target lock detection that tracks oscillation pattern around a target&#8217;s position over time, characteristic of lock-on aimbots |<br \/>\n| Aim I | Bayesian aim classifier combining GCD, acceleration, and efficiency signals into a probability score for synthetic aim |<br \/>\n| Aim J | Jitter pattern analysis that detects artificial jitter overlays failing to produce natural direction change distributions |<br \/>\n| Aim K | Input grid mismatch that flags rotations not conforming to any plausible mouse sensitivity grid |<br \/>\n| Aim L | Axis lock and robotic linearity detection for pitch that doesn&#8217;t move while yaw rotates, and constant yaw-to-pitch ratio across multiple ticks |<\/p>\n<p>**KillAura** \u2014 Seven checks targeting KillAura from multiple angles covering movement, rotation, attack behavior, and targeting patterns.<br \/>\n| Check | Description |<br \/>\n|&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8212;-|<br \/>\n| KillAura B | Detects sprinting in directions inconsistent with the player&#8217;s look vector during attacks and flags KeepSprint behavior |<br \/>\n| KillAura C | Snap and stop detection identifying the rotation pattern where aim snaps to a target and immediately stops moving |<br \/>\n| KillAura D | Silent aim and pitch lock catching KillAura configs that attack without rotating or lock pitch to a fixed value |<br \/>\n| KillAura E | Wall hit detection flagging attacks landing on entities through solid blocks using async raytrace validation |<br \/>\n| KillAura F | Packet crit detection identifying the mini-jump pattern used by some KillAura configs to guarantee critical hits |<br \/>\n| KillAura G | Multi-target switching detection for attacking multiple distinct entities within an impossibly short time window |<br \/>\n| KillAura H | Attack interval variance flagging players whose hit timing is too consistent across a window of attacks to be human |<\/p>\n<p>**AutoClicker** \u2014 Five checks approaching click detection from independent statistical angles.<br \/>\n| Check | Description |<br \/>\n|&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8212;-|<br \/>\n| AutoClicker A | Coefficient of variation analysis flagging click timing distributions with suspiciously low variance relative to their mean CPS |<br \/>\n| AutoClicker B | Identical delay streaks detecting consecutive clicks with nearly identical inter-click timing, a sign of software-generated input |<br \/>\n| AutoClicker C | Hard CPS cap flagging players sustaining clicks above the threshold achievable with legitimate hardware |<br \/>\n| AutoClicker D | Hardware double-click detection identifying clicks arriving under 8ms apart, below the threshold of any human input device |<br \/>\n| AutoClicker E | GCD grid lock on click delays detecting timing patterns that align to a software-generated quantization grid |<\/p>\n<p>**Other Combat**<br \/>\n| Check | Description |<br \/>\n|&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8212;-|<br \/>\n| Reach A | Compensated reach validation checking attack distance using backtracked entity positions, accounting for ping and latency |<br \/>\n| Hitbox A | Validates that attacks land on the actual server-side hitbox rather than an expanded client-side version |<br \/>\n| Raycast A | Checks attack and interaction direction against the server&#8217;s view vector and flags attacks through walls and at impossible angles |<br \/>\n| CrystalAura A | Detects rapid end crystal place-to-break sequences and zero-tick crystal ID prediction |<br \/>\n| AnchorAura A | Flags respawn anchor charge-to-explode sequences faster than any human interaction can produce |<\/p>\n<p>&#8212;<\/p>\n<p>### \ud83d\udce6 World &#038; Blocks<\/p>\n<p>| Check | Description |<br \/>\n|&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8212;-|<br \/>\n| Scaffold A | Validates block placement angle against the player&#8217;s actual rotation and flags impossible rotation-independent placements used by scaffold hacks |<br \/>\n| FastBreak A | Compares block break time against the server&#8217;s calculated required time and catches mining faster than the server tick rate allows |<br \/>\n| Phase A | Cross-references player position against the world block cache and flags players positioned inside solid blocks |<\/p>\n<p>&#8212;<\/p>\n<p>### \ud83d\udce1 Packets<\/p>\n<p>**BadPacket** \u2014 Catches malformed, impossible, or exploit-triggering packets before they reach the rest of the server.<br \/>\n| Check | Description |<br \/>\n|&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8212;-|<br \/>\n| BadPacket A | Packet flood detection flagging clients sending an abnormal volume of packets per second |<br \/>\n| BadPacket C | Fast bow release detecting bow release packets arriving before a minimum draw time has elapsed |<br \/>\n| BadPacket D | Invalid entity interaction flagging attacks targeting negative entity IDs or entities that don&#8217;t exist on the server |<br \/>\n| BadPacket E | Self-interaction detection for players sending attack packets targeting their own entity ID |<br \/>\n| BadPacket G | NaN and infinite position flagging position packets containing non-finite coordinate values |<br \/>\n| BadPacket H | Invalid hotbar slot catching slot change packets with values outside the valid 0 through 8 range |<br \/>\n| BadPacket I | Position spam detecting duplicate position packets sent within a short window with identical coordinates |<br \/>\n| BadPacket J | Impossible state flagging players sending simultaneous sneak and sprint for longer than any valid transition allows |<br \/>\n| BadPacket K | Negative transaction ID and invalid window ID catching malformed container interaction packets |<\/p>\n<p>**Sprint**<br \/>\n| Check | Description |<br \/>\n|&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8212;-|<br \/>\n| Sprint A | OmniSprint under blindness or hunger, detecting sprinting when the server state makes it physically impossible |<br \/>\n| Sprint B | OmniSprint direction flagging sprinting more than 90 degrees away from the player&#8217;s look vector |<\/p>\n<p>**Packet Order** \u2014 Validates that packets arrive in the sequence a vanilla client would send them.<br \/>\n| Check | Description |<br \/>\n|&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8212;-|<br \/>\n| PacketOrder A | Block placement without a preceding arm swing animation packet |<br \/>\n| PacketOrder B | Attacking while a use-item action is active, which is impossible in vanilla |<br \/>\n| PacketOrder C | Crystal automation with multiple crystal operations in the same tick |<br \/>\n| PacketOrder D | NoSwing detection for attack packets sent with no animation packet preceding them |<br \/>\n| PacketOrder E | Inventory aura detection for attack packets arriving while the player has a container open |<\/p>\n<p>**Other Packets**<br \/>\n| Check | Description |<br \/>\n|&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8212;-|<br \/>\n| Invalid A | Pitch outside the \u00b190 degree hard limit, an impossible value no vanilla client sends |<br \/>\n| Crasher A | Plugin channel payload overflow for oversized or malformed plugin message packets used in crash exploits |<br \/>\n| Timer A | Transaction-based timer detection, see Movement section above |<\/p>\n<p>&#8212;<\/p>\n<p>### \ud83e\udea8 Bedrock<\/p>\n<p>Dedicated checks for Geyser-translated Bedrock players. All thresholds are tuned to account for Geyser&#8217;s packet batching and translation overhead. Bedrock players never run Java physics checks.<\/p>\n<p>| Check | Description |<br \/>\n|&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8212;-|<br \/>\n| BFly (A) | Detects sustained hover or upward movement while airborne beyond what any valid Bedrock mechanic produces |<br \/>\n| BSpeed (A) | Hard speed cap validation flagging ground and air speed exceeding the maximum possible for Bedrock players through Geyser |<br \/>\n| BReach (A) | Reach distance validation against backtracked entity positions with a lenient threshold appropriate for Bedrock latency |<\/p>\n<p>&#8212;<\/p>\n<p>## \ud83d\udd27 Contributing<\/p>\n<p>The bar is simple: if it catches real cheats without flagging real players, it belongs here. If it doesn&#8217;t, it doesn&#8217;t.<\/p>\n<p>Movement check improvements are the current priority. Combat contributions are welcome. Every PR needs a clear explanation of what the check detects, what angle it approaches from, and why existing checks don&#8217;t already cover it.<\/p>\n<p>Not interested in:<br \/>\n&#8211; Checks that false flag more than they catch<br \/>\n&#8211; Low-effort ports of other public implementations<br \/>\n&#8211; PRs with no explanation of what changed or why<\/p>\n<p>Hit **30 meaningful contributions** and you get a named credit in the plugin&#8217;s in-game GUI. That&#8217;s the whole reward system.<\/p>\n<p>&#8212;<\/p>\n<p>## \u2753 Why open source?<\/p>\n<p>Grim has been fully public for years. Intave open-sourced before shutting down. Neither handed cheaters a free bypass guide. Open source means the community can verify what the plugin is actually doing, fix what&#8217;s broken, and build on it without waiting on one developer. A paywall protects revenue but it doesn&#8217;t protect detection logic from people who are already deobfuscating your jar anyway.<\/p>\n<p>Transparent beats closed. Always.<\/p>\n<p>&#8212;<\/p>\n<p>## \ud83d\udcc4 License<\/p>\n<p>**Truthful &#038; Faithful License v1.0** \u2014 free to use, study, modify, and contribute. Cannot be sold, monetized, or redistributed under a different license.<\/p>\n<p>&#8212;<\/p>\n<p>GitHub \u00b7 Discord<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A free, open source Minecraft anti-cheat with serious combat detection, simulation-based movement, and full Geyser support.<\/p>\n","protected":false},"featured_media":160343,"template":"","meta":{"_minecraft_slug":"truthfulac","_minecraft_project_id":"r0IgCzva","_minecraft_author":"Tawny","_minecraft_license":"LicenseRef-Truthfulandfaithful","_minecraft_downloads":30,"_minecraft_follows":2,"_minecraft_client_side":"unsupported","_minecraft_server_side":"required","_minecraft_storage_type":"zip","_minecraft_archive_name":"truthfulac.zip","_minecraft_size_bytes":3530848,"_minecraft_version_count":2,"_minecraft_updated_at":"2026-05-15T22:15:21.008030Z","_minecraft_date_created":"2026-05-12T21:59:55.001089Z","_minecraft_date_modified":"2026-05-14T06:18:30.013834Z","_minecraft_project_url":"https:\/\/modrinth.com\/mod\/truthfulac","_minecraft_icon_attachment_id":160343,"_minecraft_imported_at":"2026-06-09T14:51:24+00:00","_minecraft_import_hash":"73ce0e45fb5c3483f0fa91bbad54b597","_minecraft_versions":"","_minecraft_links":"","_minecraft_gallery":"","_minecraft_api_metadata":""},"mod_category":[124,126,127,128,129,92],"mod_loader":[130,132,133,134],"minecraft_version":[59,36,60,93,94,101,102,62,37,40,41,73,74,38,78,79,80,81,82],"class_list":["post-160342","mod","type-mod","status-publish","has-post-thumbnail","hentry","mod_category-bukkit","mod_category-management","mod_category-paper","mod_category-purpur","mod_category-spigot","mod_category-utility","mod_loader-bukkit","mod_loader-paper","mod_loader-purpur","mod_loader-spigot","minecraft_version-1-20","minecraft_version-1-20-1","minecraft_version-1-20-2","minecraft_version-1-20-3","minecraft_version-1-20-4","minecraft_version-1-20-5","minecraft_version-1-20-6","minecraft_version-1-21","minecraft_version-1-21-1","minecraft_version-1-21-10","minecraft_version-1-21-11","minecraft_version-1-21-2","minecraft_version-1-21-3","minecraft_version-1-21-4","minecraft_version-1-21-5","minecraft_version-1-21-6","minecraft_version-1-21-7","minecraft_version-1-21-8","minecraft_version-1-21-9"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - 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