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- Vulcan Anti-Cheat Detection Disclaimers
- Auto Clicker: While Vulcan’s auto-clicker checks are rather advanced, some auto-clickers click in a way that is practically indistinguishable from that of a normal human being and will inevitably go undetected. Depending on the settings, things such as Vape and Vape Lite's auto clicker have been proven to flag after an adequate amount of time has passed. It is simply not possible to detect every auto-clicker. Additionally, please note that as auto-clicker checks are mostly based solely on statistics and probability, there is always the possibility for false positives and automatic punishments for auto-clicker checks are not recommended (aside from Auto-Clicker (Type A), which is simply a measurement of a user’s clicks per second).
- Kill Aura/Aimbot/Aim Assist: Similar to auto-clicker, some Kill Aura modules aim and act in a way that is nearly identical to that of a normal player and normal client and may go undetected. Despite this, Vulcan’s kill aura detections are rather advanced and will detect the vast majority of Kill Aura modules given that an adequate amount of time passed. Additionally, please note that some combat checks may not work against monsters or animals, and they will work best when in active combat against another player. Any Kill Aura module that may ‘bypass’ will not provide a significant advantage as its capabilities will be limited due to reach and keep-sprint detections; it is simply impossible to detect every single Kill Aura module.
- Scaffold: Similar to Kill Aura and Auto-Clicker, some Scaffold modules will simply bridge in a way that is identical to a skilled legitimate player and will inevitably go undetected. As Vulcan prioritizes stability, modules such as these may go undetected as it would be nearly impossible to distinguish between a player who is simply good at bridging and someone using said ‘cheats’. The vast majority of Scaffold cheats that provide the user with a significant advantage will be detected.
- Elytra Fly: Trying to determine when someone is flying illegitimately when they are literally allowed to fly is not an easy task, especially paired with the high occurrences of desynchronization of elytra gliding statuses between the client and server. We are constantly improving our elytra checks, but there is a limit as to what we are able to detect. Additionally, please note that wearing an Elytra may degrade the function of other movement checks due to high occurrences of desync between the client and server, which would lead to an immense amount of false detections.
- Reach/Hitbox: As both the Reach and Hitbox checks rely on data from the opposing player, they will only work on players (not animals or monsters) and will work best when in active combat against another player.
- Blink: Blink itself is not detectable as it simply simulates a player who has ‘lagged out’, however, any illegal actions performed by the player when using said module will result in them being flagged as normally. For an example of what exactly this means, please see this video.
- NoSlowdown: Some NoSlowdown modules may only block the sword on the client's screen, which may give the illusion that it may be bypassing when in reality the player is only blocking on their own screen. Also keep in mind that there is no 'sword blocking' on 1.9 and higher servers as it is replaced by shields so the checks will not work on these versions, however on 1.8 they are blocked, with the exception of Vanilla NoSlowdown modules, which are not detected for stability purposes due to high occurrences of desynchronization between the client and server.
- Velocity: For obvious reasons, the Velocity checks may cease to function when the player is under a block or against a wall or other non-solid blocks such as ladders.
- Wall Climb: This check may fail to function properly when the player is on and/or near a climbable block, such as a ladder or vine (in some cases, liquids, or other non-solid blocks). Due to the nature of how players may sometimes be able to glitch into blocks, this check is advised to be set to setbacks only and not set to execute automatic punishments.
- Jesus: These functions of these checks may be limited or they may not function at all when a player is too close to solid blocks, or when the water may be flowing. Some Jesus checks may not function if the player's client version is higher than 1.13 but the server is not, as the player can still 'swim' client-sided unbeknownst to the server, therefore the checks cannot be run in this instance.
- Fast Place: This check simply checks how many blocks a player has placed in a 1-second duration. By default, the limit is set rather high for stability purposes, as some players can naturally place blocks extremely quickly, however, it can be adjusted to whatever you feel is best for your server.
- Miscellaneous Disclaimers
- Canceled Block Placements/Ghost Blocks/Client-Sided Blocks: While we do our best to account for these, in some cases it is near impossible. Ghost blocks/ghost water are extremely difficult to account for as they are entirely client-sided and are totally invisible to the server. For this reason, we recommend setting areas with canceled block placements to adventure mode in order to prevent players from creating ghost blocks or ghost liquids.
- Non-Vanilla Clients: Clients Vulcan is designed to work on the vanilla client. Some 'PvP Clients' such as Lunar Client (along with many others) contain things that alter game mechanics and may result in issues. This is not to say that Vulcan bans everyone who is using Lunar Client, but there are certain instances in which someone who is using a non-vanilla client may be able to false flag something in which a vanilla client would be unable to do so. We would classify these things as 'use at your own risk.' Several large servers such as CubeCraft have outright prohibited the use of clients such as Lunar on their network because of the advantages and issues it causes with their anti-cheat.
- Spigot Forks: Vulcan is only guaranteed to work on the following: Spigot, PaperSpigot, Tuinity, and Purpur. This is not to say that Vulcan will not work on any other Spigot Fork, but these are the only ones where its function is 100% guaranteed.
- Non-Vanilla Movement Mechanics: Vulcan is designed to work with Vanilla movement mechanics. While we do our best to account for every scenario, we cannot guarantee there won't be any issues if you have plugins that differ drastically from normal movement. The only thing we can guarantee is that plugins that allow players to fly will not cause false flags. We have an extensive Developer API that can allow you to make Vulcan work with any of your special plugins.
- Version Compatability: Because of changes in the Minecraft Protocol, some predominately packet-based checks are hard-coded disabled on the newer server and client versions. This will not affect gameplay in any major way and is done for stability purposes.
- Heavy Tasks: We do not recommend performing server-intensive tasks (such as world generation/pre-generation) while Vulcan is actively checking for players, as this may result in severe lag spikes which can cause issues with things, predominantly with checks such as Timer.
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