Minecraft anticheat guide

CPS Limits vs Autoclicker Detection: Setting Thresholds

Why a flat CPS limit is a weak autoclicker control, and a staged process for measuring click patterns and tuning thresholds without punishing legit players.

Why a flat CPS cap fails in both directions

A CPS limit is one number. Any click rate above it raises an alert. That is simple to set, but it measures the wrong thing. A player's peak clicks in a short burst tell you little about whether their clicking is automated across a whole fight.

A flat cap has two failure modes. It flags fast legit players during normal fights. It also misses automated clicking that stays below the cap. An autoclicker that limits its own rate can pass a cap set for human speed.

Which measurement methods trade off against each other?

Each method answers a different question. A flat cap is a cheap first filter. Averages over longer windows are steadier, but they can hide short bursts. Variance and pattern checks look at how the clicks are spaced, which is closer to what an automated clicker does wrong, but they need clean data to tune.

Human review of replays or recorded sessions gives the most context. It is also the slowest method, so use it for the cases the automated checks cannot settle.

Click measurement approaches, what each one shows, and where it falls short.
ApproachShowsFalls short when
Flat CPS capAny click rate above one number.Players click fast in normal fights, or automation stays under the cap.
Sustained window averageAverage rate over a longer period.Short bursts are averaged out.
Spacing and variance checkHow regular the intervals between clicks are.Clean data is missing, so the baseline is guessed.
Replay or session reviewFull context for a flagged fight.The volume of cases is too high for staff to review by hand.

How do I measure clean players before setting a limit?

Build the baseline before you change any number. Use sessions from staff and trusted players who agree to test in staging, and keep the input device and client version next to each sample.

One player's sessions are not a baseline. Include several people, because hand speed and input habits vary widely between players.

How do I tune a threshold without punishing legit players?

Tune in alert-only mode first. Alerts let you see how often the check fires on clean play before any punishment depends on it. Move the threshold in small steps and record the alert count after each step.

Compare each step with the clean baseline. If the alert rate rises on clean sessions, stop and find the cause before you go further. Use your appeals log as a second source. Repeated appeals on the same check are a sign the threshold is too tight for your players.

Watch the spread, not only the average. If a few clean players sit near the threshold, a small change in the limit moves them across it. Look at the top end of the clean distribution first. The threshold should sit clearly above that group, and the automated samples should still cross it. If the two groups overlap, the check needs a different measure, not a higher number.

Count alerts for one check to compare threshold steps.
# Count alerts for one check in the current log (placeholder check name)
grep -c "<check-name>" logs/latest.log

What we have not verified

This article does not recommend a CPS number. A value from another server may not fit your players, input devices, or fight style. We have not tested any threshold against a specific anticheat, so do not copy one into your config without measuring it yourself.

The clean and automated samples on your server are the only data that decide the threshold.

FAQ

What CPS number should I set?

This article gives no number. Measure clean sessions on your own server first. A figure copied from another server may not match your players or their input devices.

Why not ban at a high CPS value?

A high cap still catches legit players at their peak during big fights. A single peak is weak evidence, so review the pattern across the whole session.

Can a cheat stay under the cap?

Yes, if it limits its own rate. That is why a cap alone is not a complete control, and why spacing and session review matter.

How long should alert-only mode run?

Until reviewers agree that the clean sample is representative. The time depends on how often your players fight, so track the sample size and the alert counts instead of picking a fixed number of days.

Related sources and official pages

    Browse all anticheat guides