# This contains the anti-cheat related dedicated server default properties. Add these to your server.properties file and modify as desired. # Common values for player movement # Allowed values: "client-auth", "server-auth", "server-auth-with-rewind" # Changes the server authority on movement: # "client-auth": Server has no authority and accepts all positions from the client. # "server-auth": Server takes user input and simulates the Player movement but accepts the Client version if there is disagreement. # "server-auth-with-rewind": The server will replay local user input and will push it to the Client so it can correct the position if it does not match. # The clients will rewind time back to the correction time, apply the correction, then replay all the player's inputs since then. This results in smoother and more frequent corrections. server-authoritative-movement=server-auth-with-rewind # Regardless of discrepancies the server will not send corrections within this many ticks of each-other # After a correction on tick 5 and a delay of 2, the next possible correction would be on tick 8 player-rewind-min-correction-delay-ticks=5 # How many ticks of history are contained in the client's rolling window for use when receiving corrections. # At 20 ticks per second a history size of 40 means that a correction could stil be processed with rewind with # two seconds of two-way latency player-rewind-history-size-ticks=40 # Only used with "server-auth-with-rewind". # This is the tolerance of discrepancies between the Client and Server Player position. This helps prevent sending corrections too frequently # for non-cheating players in cases where the server and client have different perceptions about when a motion started. For example damage knockback or being pushed by pistons. # The higher the number, the more tolerant the server will be before asking for a correction. Values beyond 1.0 have increased chances of allowing cheating. # This value drives a combination of a few behaviors: # - The server eases their position by a small fraction of this towards the client to converge towards being in sync # - The server sends a correction if the divergence distance is above this amount # - The server accepts the client position if the divergence is within a small fraction of this player-position-acceptance-threshold=0.5 # Block break settings server-authoritative-block-breaking=true server-authoritative-block-breaking-pick-range-scalar=1.5