Minecraft anticheat guide

Reach Increase Compensation Explained

Learn how reach increase compensation works, which player receives it, and how its configuration gates shape the response.

It compensates the opponent, not the flagged player

FairPlay describes Reach Increase as compensation against a player carrying an active reach-increase punishment. A clean beneficiary may receive a synthetic damage opportunity against that target; the mitigation does not extend the punished player’s own reach or change their client.

The target’s mitigation state records an activation duration. A legal main-hand AIR swing from an eligible beneficiary is considered separately from entity attacks and click accounting. The opportunity is not applied to every attack.

What determines eligibility

The distance band is configured in mitigations.yml. A candidate must be in the same world, have active reach-increase state, and pass the distance, aim, visibility, damage, and cadence checks.

A player who already has active FairPlay compensation is excluded. If several targets qualify, FairPlay chooses the nearest one.

When to use compensation

FairPlay rechecks the target entity and damage immunity before applying the compensation. A qualifying beneficiary must make a legal main-hand swing in air; the feature does not trigger on every attack.

Test the feature with your server’s combat settings before enabling it for players, and review the relevant mitigation options in mitigations.yml.

FAQ

Who receives the reach opportunity?

A qualifying clean beneficiary receives a bounded air-swing damage opportunity against the target carrying active reach-increase state. The flagged player gains no extra reach.

What gates bound the opportunity?

Eligibility checks include distance, world, aim, visibility, damage, cadence, and whether the beneficiary already has compensation.

Related sources and official pages

Browse all anticheat guides