M Movement
- Speedvanilla friction model
- Fly / Hoverairborne, incl. dead-still hovers
- NoFallserver-verified fall damage
- NoSlowspeed while eating / blocking
- Jesuswalking on liquids
- Stepphysics-breaking step-up
- GroundSpoof · Anomalyheads-up monitors
Talon reads every movement and combat packet off the network thread and rebuilds what the player actually did — server-side. Latency-compensated and tuned against real hacked clients, so cheaters get caught and your players don't.
› decode PLAYER_POSITION_AND_ROTATION client onGround = true server ground = false model predicted ≤ 0.341 got 0.612 rewind ping 31ms → tick −2 ✗ Speed vl 4 action → setback ↳ rubberband to last valid · staff alerted █
Talon never trusts what the client claims. Every inbound packet runs the same server-authoritative path before anything touches a punishment.
Movement & combat packets are read on the Netty thread via PacketEvents — before the server logic even sees them.
Ground, slipperiness, collisions and fall distance are sampled from real blocks server-side — not from client flags like onGround.
The reconstructed motion/hit is checked against a physics model, with targets rewound through the attacker's ping window so lag never flags.
On a confirmed violation: alert staff, rubberband, or feed the kick/ban ladder — per check, your call.
Each check is tuned against an actual cheat client and a clean baseline, and only ships when it catches the cheat with virtually zero false positives.
Render/ESP cheats are client-only — a server can't see them, and Talon doesn't pretend to. We catch what crosses the network: movement, combat and packet cheats.
No external dependencies — PacketEvents is bundled. Sensible, confidence-tiered defaults out of the box.
# 1 — drop the jar in plugins/talon-1.0.0.jar # 2 — start the server ##### ### # ### # # # # # # # # ## # # ##### # # # # # # # # # # # # # ## # # # ##### ### # # AntiCheat v1.0.0 — running on Paper 26.1 # 3 — tune it in-game (or edit detections.json) /talon settings█
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