Minecraft anticheat guide
Paper and Spigot Settings That Change Anticheat Behavior
Server-level Paper and Spigot settings can change what an anticheat sees. Review networking, simulation, and entity areas, then check the docs for key names.
Which server settings can change anticheat results?
Server-level settings can change connection handling, packet limits, tick timing, chunk visibility, and entity simulation. An anticheat reads the same server state, so a settings change can shift what it sees. Review these areas before you enable enforcement, and read the current Paper or Spigot documentation for the exact key names in your build.
Which files should you open first?
Settings are split across several files. Open each one before you change anything and copy its current values into your change log.
Which server.properties keys matter for combat checks?
These four keys appear in server.properties. Confirm each one in the file your build generates before editing, because key names can change between releases.
online-mode=<true|false>
view-distance=<chunks>
simulation-distance=<chunks>
network-compression-threshold=<bytes>What does each key change for an anticheat?
online-mode decides how players authenticate, which changes who can join and how identity is checked. Check your anticheat's documentation for its behavior on offline-mode servers and behind a proxy.
view-distance and simulation-distance control which chunks the server sends and which entities it ticks. Players near the edge of loaded area can see different targets, so combat evidence near that edge needs more care.
network-compression-threshold changes packet size and when compression applies. Test it in staging if you change it, because compression changes packet timing.
How do packet limits and entity settings affect alerts?
Paper's global configuration has a packet limit area that can disconnect players who send too many packets. A disconnect from that limit is a server event, not an anticheat verdict, so log it separately.
Spigot and Paper also expose entity activation and tick range settings in their world configuration. Those settings decide when distant entities stop being simulated. Check the current docs for the keys in your version, then test a small change on staging.
Which settings should you record together?
Settings only make sense in combination with the others. Keep one table for each change so the staff team can see what moved and when.
| Area | Why it matters for an anticheat | What to record |
|---|---|---|
| Authentication | Changes who joins and how identity is checked | online-mode value and proxy setup |
| Chunk and simulation range | Changes what players see and which entities tick | view and simulation distance values |
| Compression | Changes packet size and timing | Compression threshold value |
| Packet limits | Can disconnect players for packet volume | Limit values and where they are set |
| Entity activation and tick range | Changes when distant entities are simulated | Values per world |
Why can a settings change look like an anticheat bug?
A change to tick range, view distance, or packet limits changes the data the anticheat receives, so alerts can move even when the anticheat itself is unchanged. Staff who see a new pattern of alerts after a settings change often blame the plugin first. Compare the timing of the alerts with the timing of the settings change in your log before you change anticheat thresholds.
The reverse also happens. A settings change can hide a real problem by removing the conditions that produced an alert. Keep the old settings value in the record, so a quiet period can be explained rather than assumed to be good news.
How do you test a settings change?
Make one change per staging run, so you know which setting caused any change in alerts. Keep the alert-only window open long enough to cover a normal peak.
FAQ
Will changing view distance affect anticheat alerts?
It can, because it changes which chunks and entities a player sees and which entities tick. Test the change on staging and compare alert counts before you enforce anything.
Is online-mode relevant to anticheat checks?
It controls authentication, so it changes who can join. How an anticheat behaves on offline-mode servers or behind a proxy is set by that anticheat's own documentation.
Should I edit spigot.yml or the Paper config first?
Edit the file your build reads for the key you want to change. Some keys moved between Spigot, Paper, and newer builds, so check the docs for your version first.
Can I copy these settings from a server that works?
Only after you diff the files. Per-world values and host-specific ports or paths often differ, and a value that works on one server can behave differently on another.