3.5 KiB
Minecraft exploits and how to fix them
Preface
This guide will assume you are running Purpur. Some settings required for this guide to work are not available in Paper or Spigot. Similar exploits might exist in vanilla, fabric or forge servers, and you will have to find mods that fix them on those loaders.
Exploits
Armor stand lag machines
Armor stands can be used to create lag machines. This is done by placing huge amounts of armor stands and forcing them to move via water, pistons or other means. This can be fixed by disabling armor stand tick and collision lookups. This will cause armor stands to not being able to be pushed or pulled (even by gravity).
paper-world-defaults.yml
entities:
armor-stands:
do-collision-entity-lookups: false
tick: false
Collision lag machines
This exploit is similar to the armor stand one, but instead of armor stands, it uses entities that can be pushed by other entities. This can be fixed by setting a smaller limit on how many entities can collide with a singular entity. You can set the max-entity-collisions to 2 to still have relatively natural behavior, or set it to 0 to completely disable collisions.
paper-world-defaults.yml
collisions:
max-entity-collisions: 2
Command spam
While even spigot will protect you from this exploit, there's a slight oversight that will enable a single command to be usable to perform this one. To fix this, simply remove /skill command from the spam exclusions list in spigot.yml.
spigot.yml
commands:
spam-exclusions: []
Join spam
Sometimes shear quantity of players joining the server can cause the server to lag out. This is especially true for bot attacks and moments after server restart. This can be fixed by setting max joins per tick. Players joining will be delayed in time so server can properly tick between handling them. If joins still overwhelm the server, you can also enable max-joins-per-second in purpur.yml that will make it so value from paper config will be applied per second instead of per tick.
paper-global.yml
misc:
max-joins-per-tick: 3
purpur.yml
settings:
network:
max-joins-per-second: true
Treasure search
When new treasure map is generated, usually via cartographer villager or opening a chest with treasure map in it, the server searches for the treasure that map should lead to. This search is done in a way that in most cases causes a lot of chunks loading and possibly generating them. This search can halt the server for long enough that watchdog process kills it. It can also be triggered by feeding dolphins fish.
Option 1
To fix this one you basically have to disable treasure maps and dolphins searching for treasure. This is the recommended and 100% effective solution.
paper-world-defaults.yml
environment:
treasure-maps:
enabled: false
purpur.yml
world-settings:
default:
mobs:
dolphin:
disable-treasure-searching: true
Option 2
Alternatively, you can keep the maps enabled, but set up vanilla world border and make sure your world is pregenerated within the border. Then you can just make sure that already discovered treasures are valid as the search result. This will prevent the treasure search from loading chunks that are not generated.
paper-world-defaults.yml
treasure-maps:
find-already-discovered:
loot-tables: true
villager-trade: true