Is there a mod that allows you to see coordinates in a server where /gamerule reduced debug info is enabled? If so how to counter it? I have a server like that and I am asking someone to make a plugin to scramble around the coords every 10 seconds or so, is it possible? Not even sure what to ask to the plugins guy. And I will need the mod to actually test the plugin after it's done. Thanks for the replies.
It is impossible to counter any such mod - the client has to know the coordinates of the player and all reducedDebugInfo does is tell the client not to display it in the debug screen, thus all the mod has to do is override the code that does this; for example, my own mod displays the player's coordinates in the inventory by directly reading the coordinates of the player entity (which is exactly what F3 does):
public class GuiInventoryTMCW extends GuiInventory
{
public GuiInventoryTMCW(EntityPlayer player)
{
super(player);
this.score = player.experienceTotal;
this.posX = MathHelper.floor_double(player.posX);
this.posY = MathHelper.floor_double(player.boundingBox.minY);
this.posZ = MathHelper.floor_double(player.posZ);
}
}
The only real way to counter this is if there is a way to check if the client is modified, and not by relying on its own built-in methods (hence why crash reports can report if the game has been modded, and presumably, the launcher, which can be bypassed). Otherwise, tracking the player's movement on the server is the best way to determine if they are using a mod to display coordinates.
Maybe there is a way to send fake coordinates to a client by adding random offsets to the coordinates for every piece of data sent (player, chunks, other entities, which must all use the same relative offset) and undoing it when receiving data from the client, but you can't continuously change them or the client will think you are teleporting and/or the server is moving the player (e.g. the player "rubberbands" when the server is lagging and resets the player's position on the client to match the server), so they only need to figure out the coordinates of a known location then they can determine the offsets for the current session (e.g. world spawn is usually a couple hundred blocks from 0,0, which can still be good enough for general coordinates. It is even possible, and practical, to brute force the world's seed just from screenshots based on some general assumptions about the coordinates. If bedrock still generates the same way in every world this can be exploited unless you change it).
Is there a mod that allows you to see coordinates in a server where /gamerule reduced debug info is enabled? If so how to counter it? I have a server like that and I am asking someone to make a plugin to scramble around the coords every 10 seconds or so, is it possible? Not even sure what to ask to the plugins guy. And I will need the mod to actually test the plugin after it's done. Thanks for the replies.
If you're searching for a spigot plugin, try this one:
https://www.spigotmc.org/resources/coordinates-display-coords-and-other-info-in-action-bar-or-boss-bar-lightweight.80304/
With /coords you can enable the coordinates
In the config, you also can enable it by default
This plugin works with 1.18
>> Link to Curseforge <<
It is impossible to counter any such mod - the client has to know the coordinates of the player and all reducedDebugInfo does is tell the client not to display it in the debug screen, thus all the mod has to do is override the code that does this; for example, my own mod displays the player's coordinates in the inventory by directly reading the coordinates of the player entity (which is exactly what F3 does):
The only real way to counter this is if there is a way to check if the client is modified, and not by relying on its own built-in methods (hence why crash reports can report if the game has been modded, and presumably, the launcher, which can be bypassed). Otherwise, tracking the player's movement on the server is the best way to determine if they are using a mod to display coordinates.
Maybe there is a way to send fake coordinates to a client by adding random offsets to the coordinates for every piece of data sent (player, chunks, other entities, which must all use the same relative offset) and undoing it when receiving data from the client, but you can't continuously change them or the client will think you are teleporting and/or the server is moving the player (e.g. the player "rubberbands" when the server is lagging and resets the player's position on the client to match the server), so they only need to figure out the coordinates of a known location then they can determine the offsets for the current session (e.g. world spawn is usually a couple hundred blocks from 0,0, which can still be good enough for general coordinates. It is even possible, and practical, to brute force the world's seed just from screenshots based on some general assumptions about the coordinates. If bedrock still generates the same way in every world this can be exploited unless you change it).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?