Minecraft anticheat guide
FairPlay Scaffold Click Cadence Checks Explained
How FairPlay's click cadence checks for scaffolding compare placement rhythm, bursts and arm swings, and what staff should check on latency first.
What do the click cadence checks watch?
Click cadence checks watch the rhythm of block placements. Six FairPlay checks sit here: ScaffoldFastPlace, ScaffoldDelayVariance, ScaffoldPlaceBurst, ScaffoldClickPattern, ScaffoldRightClickPattern and ScaffoldPostSwing. They compare how quickly placements follow each other, how even the gaps are, and whether placements arrive in bursts or right after an arm swing.
Which click rhythms do they target?
These checks target placements that come too fast, too evenly or in tight bursts. Each one looks at a different slice of the same rhythm, so a single alert rarely tells the whole story.
What legitimate clicking can resemble these checks?
Fast, steady clicking is a normal part of bridging for many players. Lag and network jitter also change the rhythm the server sees, because placements can arrive in bunches after a delay.
How should staff read click alerts?
Click alerts are easiest to read next to latency. A burst that appears only when the player's connection drops is a different case from a burst on a stable connection. Look at the session, not the single moment.
What should you tune only in staging?
Click checks depend on how placements are timed and how many are needed before an alert. Change those settings only on staging. Test steady bridging, bursts, combat mixed with placements, and a session with added latency on your own test connection. Compare output before and after each change.
How do lag and client type change the click rhythm?
Lag changes the rhythm the server sees. When a connection stalls, several placements can reach the server together, which looks like a burst even though the player clicked at a normal pace. Mobile players often hold a tap instead of clicking, and that hold can produce steady timing that looks unusual next to a mouse. Controller and keyboard setups add their own habits.
Build staging routes with added latency on your own test connection. Run the same bridge with a stable connection, with a delayed connection and on a mobile client, then compare the alert output for each run. A burst that appears only under lag is a different case from a burst on a stable connection.
What belongs in a click alert review?
A click review needs the rhythm and the context together. Note the number of placements in the burst, the spread of the gaps, whether combat was happening and the connection state. A burst inside a fight and a burst on a quiet bridge are different situations, and the notes should say which one it was.
Review more than one alert before deciding. A single burst during a lag spike is weak evidence. A rhythm that repeats across quiet bridges on a stable connection is worth a longer look.
Keep the session length the same across runs. A longer session can change how bunched the placements look, so a fair comparison needs equal session length, equal bridge length and the same device. Log the connection type and the device with each run so the results stay comparable when you revisit them later.
What have we not verified?
No detection rate, error rate or staging result is reported here. The description covers what each check measures. Confirm how the checks respond to latency and to your players' clicking on your own server before relying on them.
FAQ
Does lag cause fast place alerts?
It can. Lag can bunch placements together, which the server reads as a burst. Check latency for the same time before reading the alert.
Is a steady right-click rhythm a sign of a cheat?
Not by itself. Many players bridge with a steady rhythm. The checks read the rhythm across a session, so one steady bridge is ordinary play.
Why does a post-swing alert appear during combat?
Placements right after a swing can happen during fights and during bridging alike. Review the context before deciding.