Catch the cheaters.
Keep the real players.
A confidence-based, packet-level anti-cheat that flags on evidence — not on a hunch. Every detection is weighted, logged and replayable, so a lag spike never bans someone who didn't earn it.
Built like the anti-cheats that actually hold up.
A packet engine for the checks that need raw data, stable server events for the rest, and a scoring core that refuses to act on a single flag.
Packet-level engine
Built on PacketEvents. Timer (balance-counter), BadPackets, attack-order checks and crash/oversized-packet protection that drops exploit payloads before they ever reach your server.
Confidence-based bans
Every detection adds weighted, decaying evidence to a hidden suspicion score. Kick → tempban → ban thresholds, with an "overwhelming evidence" rule before any permanent ban.
Self-hosted record store
A bundled SQLite database logs every player who joins — IP, brand, alerts, peak suspicion and ban code. Query it with /ac lookup, export a CSV, or open the built-in dashboard.
Lag-compensated
Checks suspend below 17.5 TPS and above 400 ms ping, widen above 120 ms, and grant grace after join, teleport, knockback and damage. The server verifies world state itself instead of trusting the client.
Staff tooling
Live alerts, verbose mode, freeze, per-player evidence logs, appeal-code resolution, a suspicion leaderboard and a read-only web dashboard — everything a mod team needs to verify before acting.
World & economy guard
X-ray exposure scoring, anti-ESP/freecam occlusion, dupe watermarking and audit, bot-flood connection throttling and name-entropy scoring — coverage well past just movement and combat.
What Sentinel catches
25+ checks across six layers. Combat and movement are buffered; world and aim checks are advisory by design to keep false positives at zero.
⚔️ Combat
- Reach (hitbox raytrace + ping leniency)
- KillAura — state, angle, multi-target, raytrace
- AutoClicker (CPS + click-interval variance)
- Criticals & anti-knockback (Velocity)
- TriggerBot (attack-without-swing order)
🏃 Movement
- Flight / hover setback
- Speed (rolling-window, effect-aware)
- NoFall, Jesus/water-walk, Step
- Timer — balance-counter (packet)
📦 Packet layer
- BadPackets — invalid rotation / position
- Crash-book & sign-exploit protection
- Illegal creative-action drop
- GCD aim analyzer (advisory)
⛏️ World & economy
- X-ray ore-exposure scoring
- Anti-ESP / freecam occlusion
- Dupe watermarking & audit
- Nuker, FastBreak/Place, Scaffold
🛡️ Infrastructure
- Bot-flood connection throttle
- Alt name-entropy scoring
- Client fingerprint + kick→ban ladder
- Illegal-items / NBT scan
💬 Chat & moderation
- Repeat / flood / caps control
- Link filter + unicode-bypass normalize
- Configurable mute ladder
- Webhook-ready punishment alerts
Evidence, not guesswork.
The reason Sentinel doesn't false-ban is architectural — one flag is never enough to act on.
Observe
A check spots something implausible and fills a per-check buffer first — one-off artifacts never surface.
Score
Confirmed violations add vl × weight to a hidden, decaying suspicion score, logged with ping, TPS and position.
Alert
Staff are notified past the alert buffer. Every flag is stored as replayable evidence for manual review.
Act
Only at thresholds: kick → tempban → ban. A permanent ban needs prior history, and issues an appeal code.
One-time license. Free updates.
Buy once, own it forever. Checkout runs on a PCI-compliant processor — card details never touch this site.
Regular
- All 25+ detections & the full packet engine
- Confidence-based bans, evidence log & appeal codes
- Core staff commands — alerts, check, freeze, logs, reset
- Free updates
- Email support
Pro
- Everything in Regular
- Organized player records —
/ac lookup& CSV export, even for offline players - Live web dashboard + suspicion leaderboard
- Discord alert webhooks & anti-ESP occlusion
- Priority support + config tuning help
Each license activates on one server and is bound to it — you'll get a key to enter in-game after checkout. · Prices & checkout links are placeholders — set yours per DEPLOY.md. · Running a big network? Email us for multi-server pricing.
Your buyers' data, protected by design
The safest way to handle payment data is to never handle it. This store is built so there is nothing sensitive to steal.
No card data on the server
Checkout redirects to a PCI-DSS compliant processor (Stripe / a marketplace). Card numbers never reach — and are never stored on — this site.
Static site, no attack surface
No backend, no database, nothing to inject or breach. Deployed to Netlify/Cloudflare with automatic HTTPS and hardened headers.
Strict CSP & no trackers
A Content-Security-Policy, HSTS, frame-deny and no-sniff headers ship in _headers. Zero third-party scripts, so nothing leaks about your visitors.
Player data stays on your box
The plugin keeps player records in your own local SQLite DB — IPs never leave your server, and the dashboard masks them by default.
Made to protect servers, not to farm bans
The things that matter when you're the one answering the appeals.
Every ban is defensible
Each punishment is backed by a timestamped evidence log and an appeal code your staff can look up in seconds. No "trust me, they were cheating."
It won't nuke your player base
Confidence scoring, buffers, lag compensation and advisory-only world checks mean legit players don't get swept up in a bad tick.
You own everything
Self-hosted, no phone-home, no license server that can rug you. Your configs, your data, your database — on your machine.
Running Sentinel on your server? Send us your honest review and we'll feature it here.
Questions
Paper and Purpur 1.21+ on Java 21. The packet engine bundles PacketEvents, so there's no extra plugin to install — just drop the jar in and restart.
The whole design exists to prevent that. No single flag punishes anyone — detections add decaying, weighted evidence, permanent bans require prior history, and checks back off during lag or high ping. World and aim checks are advisory (alert-only) by default.
Drop sentinel.jar into your plugins/ folder and restart. Configure everything in plugins/Sentinel/config.yml. Sensible, conservative defaults ship out of the box.
Every cheat detection is identical in both — same packet engine, same confidence-based bans, same accuracy. Pro adds the investigation layer on top: the searchable player-record system (/ac lookup and CSV export, even for offline players), the live web dashboard, Discord alert webhooks, anti-ESP occlusion, and priority support. If you just want cheaters caught and banned, Regular does that in full. If you also want to research players, keep records and pipe alerts into Discord, get Pro.
After checkout you receive a license key. Drop it into the plugin (/sentinel activate <key> in console, or a license.key file) and it unlocks instantly. The key is bound to that server, and each key covers one server.
No anti-cheat honestly can. Sentinel detects cheating by behaviour and packets — which can't be renamed away — rather than relying on client fingerprints alone, and it never uses privacy-invading client exploits to probe players.
Yes. Payment data is handled entirely by a PCI-compliant processor and never stored on this site. Player records stay in your own local SQLite database, with dashboard IP-masking on by default.
Yes — email sentinel.support.help@gmail.com any time. Pro licenses get priority replies.
Stop cheaters. Keep your legit players.
Drop the jar in, restart, and let the evidence do the talking.