Decision needed
Should we keep mythicalac in the mod list? I think we remove it. Wali, you have the deciding vote since you set up the original mod selection.
What is happening
The anticheat is flagging the server owner for Step violations during ordinary movement (reached vl 3 just walking through a forest). It is a false positive, and it appears in ops chat every time.
What I found inspecting the mod
| Property |
Finding |
| Jar size |
60 KB, 16 classes |
| Config files shipped |
none |
| Config directory generated |
none, across multiple restarts |
| Server-side logging of flags |
zero (alerts go to ops chat only, nothing in the log) |
| Release quality |
every published version is tagged beta or alpha |
| Package name |
com/serverguard, which does not match its own mod id mythicalac |
There is an ACConfig class compiled in, but no config file is ever written. So there is no way to raise the Step threshold, exempt ops, or disable an individual check. The only lever available is whether the mod is installed.
Worth noting we already had to pin it by direct URL rather than by project name, because MODRINTH_PROJECTS rejects it: it has no release-tagged build at all.
Why it false-positives here
Step detects moving upward faster than vanilla allows. Three things on this server produce that legitimately:
- Create contraptions, trains and moving platforms shift players in ways naive checks misread
- Waystones teleports
- ~90 to 100 ms latency to LON1, which causes exactly the position desync these checks look for
The case for removing it
Anticheat exists to stop untrusted players cheating. This server is whitelist-enforced with a handful of vetted players and PvP is off, so there are no untrusted players and cheating harms nobody.
Against that, it is alpha-quality code with no configuration, no audit trail, and it is currently spamming the owner with false alarms. That is the real cost: it trains everyone to dismiss alerts, so a genuine one gets scrolled past. An alerting system nobody trusts is worse than none.
What we would still have
Removing it costs no real protection. The controls that actually do the work stay:
- enforced whitelist and
online-mode=true (Microsoft account verified against Mojang)
enable-command-block=false, spawn-protection=16, force-gamemode=true, PvP off
- PrismProtect block and chest logging with rollback, which unlike this mod has a real config, writes to a database, and can actually undo damage
- ProfanityGuard on chat
Wali, the questions
- Any objection to removing it?
- Was it added for a specific incident I do not know about?
- If you want an anticheat, do you know a Forge 1.20.1 one that is stable, configurable, and Create-aware? I did not find a good candidate.
If we agree, it is a one-line change to the pinned MODS list and the deploy pipeline handles the restart with its health check and auto-rollback.
Decision needed
Should we keep
mythicalacin the mod list? I think we remove it. Wali, you have the deciding vote since you set up the original mod selection.What is happening
The anticheat is flagging the server owner for
Stepviolations during ordinary movement (reached vl 3 just walking through a forest). It is a false positive, and it appears in ops chat every time.What I found inspecting the mod
com/serverguard, which does not match its own mod idmythicalacThere is an
ACConfigclass compiled in, but no config file is ever written. So there is no way to raise theStepthreshold, exempt ops, or disable an individual check. The only lever available is whether the mod is installed.Worth noting we already had to pin it by direct URL rather than by project name, because
MODRINTH_PROJECTSrejects it: it has norelease-tagged build at all.Why it false-positives here
Stepdetects moving upward faster than vanilla allows. Three things on this server produce that legitimately:The case for removing it
Anticheat exists to stop untrusted players cheating. This server is whitelist-enforced with a handful of vetted players and PvP is off, so there are no untrusted players and cheating harms nobody.
Against that, it is alpha-quality code with no configuration, no audit trail, and it is currently spamming the owner with false alarms. That is the real cost: it trains everyone to dismiss alerts, so a genuine one gets scrolled past. An alerting system nobody trusts is worse than none.
What we would still have
Removing it costs no real protection. The controls that actually do the work stay:
online-mode=true(Microsoft account verified against Mojang)enable-command-block=false,spawn-protection=16,force-gamemode=true, PvP offWali, the questions
If we agree, it is a one-line change to the pinned
MODSlist and the deploy pipeline handles the restart with its health check and auto-rollback.