Minecraft anticheat guide
Minecraft Anticheat for Custom Knockback Servers
How custom knockback affects reach, velocity, movement, click, and staff alert interpretation.
Why knockback reshapes combat evidence
Custom knockback changes the physics every combat check assumes: how far and how fast players move after hits, how velocity sequences look, and how reach and hitbox geometry evolve across a fight. Thresholds tuned for vanilla behavior misread custom-knockback fights in both directions.
Staff should therefore treat knockback as an environment variable attached to every combat verdict, not as a separate niche concern.
Isolate the handlers that assume physics
Map which checks consume velocity, displacement, or hit-timing assumptions, and stage them independently under the server's exact knockback profile. Checks that stay clean across the profile keep their enforcement role; checks that wobble move to observation with documented bounds.
Re-run that isolation after every knockback tuning change, since even small profile edits can shift the boundary between fair and flagged.
Legal cases reviewers must protect
High-knockback combos,vertical launches, water and cobweb interactions, and lag-amplified displacement all produce dramatic movement that looks suspicious to a vanilla-tuned eye. Collect legitimate samples of each on the server's profile and label them as known-good references for reviewers.
Appeals involving knockback must include the active profile version alongside the flag evidence; a verdict without its physics context is incomplete.
FAQ
Can we copy thresholds from another server with custom knockback?
No. Thresholds encode a specific physics profile. Re-derive them from staged observations under the server's own knockback.
Which checks need isolation first?
Those consuming velocity, displacement, or hit-timing assumptions. Stage them independently and document which stay enforcement-eligible.