Lag Switch Detection, new knockback profiles, lag compensation improvements, fixed and much more
Hey guys in this update I'm bringing a new system to detect lag switching!
Types of lag switch punishment are kick, hide and blind.
New knockback profiles. Please update your knockbacks.yml or copy this:
Code (Text):
defaultProfile: default
profiles:
default:
knockbackHorizontal: 0.4 # Base horizontal knockback multiplier when hit
knockbackVertical: 0.4 # Base vertical knockback multiplier when hit
knockbackVerticalLimit: 0.4 # Max allowed vertical knockback (caps upward motion)
knockbackExtraHorizontal: 0.5 # Extra horizontal knockback when sprinting or when bonus is calculated
knockbackExtraVertical: 0.1 # Extra vertical knockback when sprinting or when bonus is calculated
knockbackEnchantMultiplier: 1.0 # Multiplier for knockback enchantment effect
knockbackFriction: 0.6 # Knockback friction (divides knockback to reduce its strength)
projectileKnockbackHorizontal: 0.4 # Horizontal knockback from projectiles
projectileKnockbackVertical: 0.4 # Vertical knockback from projectiles
explosionKnockbackHorizontal: 0.4 # Horizontal knockback from explosions
explosionKnockbackVertical: 0.4 # Vertical knockback from explosions
explosionKnockbackStraight: true # If true, explosion knockback uses direct line force
netheriteKnockbackResistance: true # If true, netherite armor gives resistance to knockback
knockbackNonPlayerEntities: false # If true, you can give kb to mobs
stopSprint: true # If true, player sprint is stopped after attacking
cancelDraggingIn: players # Prevents item dragging in inventories. Options: players, mobs, all
arrowSpeedMultiplier: 1.0 # Speed multiplier for arrows
fishingRodSpeedMultiplier: 1.0 # Speed multiplier for fishing rods
enderPearlSpeedMultiplier: 1.0 # Speed multiplier for ender pearls
otherProjectileSpeedMultiplier: 1.0 # Speed multiplier for other projectiles (e.g. eggs, snowballs)
combatCooldown: false # If true, enables 1.9+ cooldown system for combat
attackSpeed: 40 # Controls attack speed (higher = faster attacks). 4 = 1.9 default, 40+ = 1.8 feel
combatHitDelay: 20 # Delay (in ticks) between registering hits. 0 = instant, 20 = classic delay
Fixes with packet crystals
Lag compensation improvements. Combat should now feel much faster and more responsive.
Improvements to the general code.
Much more that I forgot