Minecraft anticheat guide
Autoclicker Checks for Hits and Block Digging
How FairPlay's autoclicker checks compare clicks with hits, misses and digging, what scripts they target, and how staff should review those alerts fairly.
Do hit and dig consistency checks catch autoclickers?
Some FairPlay autoclicker checks do not study click timing alone. They compare the click rhythm with what the click produced: an attack that lands, an attack that misses, a block being dug, or a swing that did not happen. Staff use each result as one piece of evidence next to the alert history and the player's recent actions.
Read these checks as separate questions. Each one looks at a different output of a click, so one alert from one check says less than several alerts that agree on the same fight.
What do these checks observe in plain words?
The public check names in this family are AutoClickerHitMissConsistency, AutoClickerDigHoldConsistency and AutoClickerDigNoSwing. Their source comments describe the same idea from different angles: how steady the timing is for attacks that hit compared with attacks that miss, how steady the hold is while digging, and whether digging happens with no matching arm swing.
In practice, a reviewer should expect the following kinds of evidence:
Which cheat behavior do these checks target?
A clicking script usually has no idea whether its click hit anything. It fires on a timer, so the timing it produces is the same whether the click lands on a player, hits empty air, or breaks a block. These checks look for that gap between input and result, because a human hand changes its rhythm when the outcome changes.
Mining automation has a similar problem. A script that holds the mouse button for a fixed time while digging can produce a hold length that never varies. A script that digs without the animation a real hand would show creates a no-swing pattern. Both are behaviors these checks were written to notice.
What legitimate play can resemble these patterns?
Several legal habits produce steady holds or near-identical rhythms. Players who mine in long sessions often settle into a fixed hold. Players with a mouse that reports on a fixed schedule can show regular gaps. Players who attack a stationary target from the same spot can look like they hit every time with the same timing.
Network timing also matters. A player on a slow connection may have swings and attacks arrive in one batch, which makes the no-swing check look like it fired on a normal fight. The hit and miss spacing also differs between weapons and between clicking styles, so compare a player with their own history on the same weapon before comparing them with anyone else.
How should staff read these alerts?
A single alert from this family is a reason to look, not a verdict. The table below lists the first question to ask for each common alert pattern. None of the answers establishes cheating on its own. They point you to the next piece of evidence to pull.
| Alert pattern | Question to ask next | Evidence to pull |
|---|---|---|
| Hit rhythm flagged, miss rhythm looks normal | Did the player change weapon, target range or fighting style? | Combat log for the same fight and the held item |
| Dig hold flagged on its own | Is the player mining a block type or with a tool that breaks at a fixed pace? | Block type, tool used and session length |
| No-swing flagged during digging | Did the client or the network batch the swing with other packets? | Ping history for the same minute |
| Several checks in this family agree | Is the same player showing the same pattern across several sessions? | Alert history over several days, not one session |
What should you tune only in staging?
Tune these checks only on a staging server that carries the same plugins, mining setup and client mix as your live server. Record legit players on each weapon and tool you run before you change any level. Change one check at a time and write down the version and the setting you changed, so a later reviewer can explain the result.
What have we not verified?
This article does not state how often these checks fire on a live server, how they behave with each client, or how they compare with other anticheats. We have not published a measured rate for any check in this family. Treat the review steps above as a process to test, and confirm the behavior on your own staging server before relying on it.
FAQ
Can a player be punished on a dig alert alone?
Treat a dig alert as one input. Pair it with the block type, the tool used and the player's recent alert history, then decide under your own punishment policy.
Why do hit and miss checks need both kinds of clicks?
A check that compares hits with misses needs enough of both outcomes in a session. A player who only lands hits, or who only swings at air, gives the check little to compare.
Does this family replace the interval checks?
No. These checks look at what clicks produced. Interval-shape checks look at the spacing between clicks. Read the results of both before you decide.