
TruthfulAC
A free, open source Minecraft anti-cheat with serious combat detection, simulation-based movement, and full Geyser support.
Changelog:
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fixed several performance issues with world related utilities
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fixed a few false positives with simulation A&C
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fixed weird issues with the cinematic calculation
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fixed some issues with the GUI once again
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added three new checks trigger bot related (A to C)
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revamped hitbox and reach checks
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Fixes & Improvements
This update focuses on improving SimulationA accuracy, reducing false positives, strengthening movement detection, and tightening post-setback behavior while preserving legitimate Minecraft mechanics.
Fixes
Fix #1 — Entity Collision AirJump/Fly Bypass
- Fixed an issue where nearby entities could excessively inflate uncertainty values.
- Reworked uncertainty handling to distinguish between horizontal and vertical movement.
- Entity collisions now primarily affect horizontal prediction instead of broadly weakening all movement checks.
- Significantly improved AirJump and Fly detection reliability around:
- Players
- Mobs
- Boats
- Crowded combat situations
- Reduced opportunities for movement cheats to hide inside entity collision zones.
Fix #2 — SimulationA Elytra Swap False Positives
- Fixed false positives when swapping from an Elytra to a chestplate while airborne.
- Reworked Elytra transition handling to use phased momentum recovery instead of broad protection.
- Added improved handling for residual glide momentum.
- Reduced incorrect flags caused by legitimate Elytra exit behavior.
- Preserved detection capability during the recovery period.
Fix #3 — SprintB Elytra Transition False Positives
- Fixed SprintB incorrectly flagging players immediately after exiting Elytra flight.
- Added Elytra-aware transition handling.
- Improved movement direction analysis during momentum carry-over.
- Reduced false positives without weakening omni-sprint detection.
Fix #4 — Excessive Setback Exemptions
- Fixed overly long post-setback exemption windows.
- Reduced unnecessary grace periods following:
- Lagbacks
- Teleports
- Position corrections
- Movement setbacks
- Improved detection consistency after corrective actions.
- Eliminated situations where cheats could temporarily avoid detection after a setback.
Fix #5 — Uncertainty Classification Issues
- Fixed multiple uncertainty sources being applied as blanket movement uncertainty.
- Reclassified uncertainty sources based on whether they primarily affect:
- Horizontal movement
- Vertical movement
- Both
- Reduced cases where one environmental factor unintentionally protected unrelated movement.
Improvements
Improvement #1 — SimulationA Accuracy
- Improved overall SimulationA prediction reliability.
- Refined environment classification logic.
- Improved handling of edge-case movement scenarios.
- Increased confidence in movement validation while maintaining stability.
Improvement #2 — Directional Uncertainty System
- Introduced directional uncertainty processing.
- Horizontal and vertical prediction paths are now evaluated independently.
- Improved precision during:
- Combat
- Explosions
- Entity collisions
- Environmental transitions
- Reduced over-tolerant prediction behavior.
Improvement #3 — Elytra Momentum Modeling
- Added phased Elytra recovery handling.
- Improved momentum preservation modeling after glide termination.
- More closely matches legitimate Minecraft movement behavior.
- Better differentiation between residual momentum and invalid movement.
Improvement #4 — Movement Detection Aggressiveness
- Increased detection effectiveness against:
- Fly
- AirJump
- Vertical movement exploits
- Reduced reliance on broad uncertainty reductions.
- Improved consistency of violations during repeated cheat attempts.
Improvement #5 — Setback Recovery Logic
- Reworked recovery behavior after setbacks.
- Faster return to active monitoring following corrections.
- Reduced unnecessary recovery delays.
- Improved state reconstruction consistency.
Improvement #6 — Prediction Stability
- Improved prediction stability during rapid movement state transitions.
- Better handling of:
- Elytra exits
- Entity interactions
- Velocity changes
- Environmental changes
- Reduced prediction desynchronization opportunities.
Improvement #7 — Internal Movement Framework
- Expanded directional movement analysis infrastructure.
- Improved separation of movement state handling.
- Added a stronger foundation for future SimulationA improvements and additional movement checks.
more fixes and improvements
change-logs:
- revamped the configuration entirely and the way it handles reloads
- overhauled the entire GUI system with inline toggles, shift-click protection for lagback, and unified navigation
- added statistics dashboard and owner tools section with system health metrics
- added confirmation screens before destructive actions (mass disable, lagback toggle)
- reduced clicks to toggle a check's lagback from 6 to 2
- consolidated player selection into a single shared menu for logs and inspection
- standardized visual language across all menus (state indicators, colors, button lore)
- added home and close buttons to every menu
- eliminated menu-to-menu inventory recreation via shared border panes and cached navigation items
- fixed color constants where PRIMARY and ERROR were identical
- fixed SprintA blindness check (false positive — blindness does not block sprinting in 1.15+)
- fixed SimulationC swim-mode vertical prediction being entirely skipped
- replaced discrete velocity/teleport/damage grace stacking with CombinedMovementGrace capped accumulator
- replaced SimulationC hardcoded swim speed caps with drag-based horizontal prediction
- added UncertaintyHandler integration to SimulationA and SimulationC
new anti-cheat test server: modern.anticheat-test.com (not mine but a very well known server for testing anticheats)
improvements & folia support
changelogs:
- folia is now supported
- supporting the newest versions of Minecraft (26.1.2)
- several improvement to performance
- Fix an edge case with simulation A. While running and having momentum, and you're jumping at the perfect time before you take fall at one block, it will occasionally flag if you somehow jump at the last second, so you have that momentum of an air. So hopefully that should fix any weird issues when going down mountains by jumping.
New contributor: Kiarers (yourcatismine) https://github.com/yourcatismine the contributions they have did:
- adding folia and support to the newest versions ( I can't remember the rest due to IRL issues )
Change-logs:
- fixed bubble columns not being properly checked.
- fixed simulationA ground not being checked properly and never working in the first place
- added hover alerts highly customizable also
- added tools (/tac tool)
- added customizable lag back
customizable lag back options:
Lagback severity mode: BARELY, MODERATE, STRICT, SUPER_STRICT
BARELY - Minimal intervention; only setback if >8 blocks from safe position (500ms cooldown)
MODERATE - Balanced; setback if >3 blocks away or airborne during flag (250ms cooldown)
STRICT - Aggressive; setback every flag with short cooldown (100ms)
SUPER_STRICT - Grim-like; instant setback, no cooldown, freeze until confirmed
Change-logs:
- deleted multiple duplicated checks and logic
- made the performance a little bit more better on newer versions
- changed entity tracking to be more efficient on paper.
