OmniGuard stops crash exploits before they are decoded, catches duplicated items however they were made, freezes lag machines and survives bot floods. It does all this without ever punishing the ten friends who share one IP.
Most servers run three or four separate plugins for this. OmniGuard replaces them with one engine that shares its knowledge: a flood seen by the network layer tightens the login guard, a punished player shows up in the ban-evasion map, and every decision lands in one alert stream.
Checks run on the network thread, so malicious packets are dropped before the server does any work on them.
The Item Provenance Ledger gives every valuable item an invisible identity. Two copies of one identity means a dupe, whatever exploit made it.
Per-chunk limits for the contraptions that kill TPS. They tighten by themselves when the server struggles.
Bot floods are absorbed and real players keep playing. Attack mode switches on and off by itself.
The attacks that do not come through packets: a backdoored plugin quietly giving someone OP, an exploit kit reading your plugin list, a forgotten RCON password.
/og doctor audits your configurationFeatures built for the hard problems: how to catch every dupe, how to keep limits tight without hurting real players, and how to settle a ban appeal with evidence.
Every tracked item remembers who held it. A dupe alert tells you where the copy came from, not just that it exists.
OmniGuard learns what normal traffic looks like on your server, using only players who were never flagged, and turns it into tight per-packet limits.
Every punishment saves the connection's last 64 packets as an evidence file. A ban appeal takes a minute to settle.
An automated harness replays real exploit payloads against a real server while two legitimate players stay online. Nothing ships unless every attack is handled and nobody legitimate is touched.
A security plugin that kicks real players is worse than none. These rules are part of the test suite, so they cannot quietly break.
A typical anti-exploit plugin covers crash packets. OmniGuard covers the whole attack surface of a Minecraft server.
| Capability | Typical anti-exploit | OmniGuard |
|---|---|---|
| Crash-packet protection | ✔ | ✔ |
| Byte / frame floods dropped before decoding | some | ✔ |
| Dupe detection that works for unknown dupes | — | ✔ |
| Chain of custody for valuable items | — | ✔ |
| Lag-machine and chunk-ban protection | some | ✔ |
| Bot-flood attack mode with reconnect check | — | ✔ |
| Ban-evasion links, OP backdoor protection | — | ✔ |
| Limits learned from your own traffic | — | ✔ |
| Evidence file for every punishment | logs | ✔ |
| Developer API with events and exemptions | some | ✔ |
Folia support is real: all world access goes through region and entity schedulers, and dupe verification double-checks across threads.
No. OmniGuard protects the server: crashes, dupes, lag, floods and takeovers. Run it next to your anticheat. Anticheats can even report their detections into OmniGuard's alerts and Discord through the API.
No. IPs that real players joined from are trusted: they get five times the limits and are never blocked. A whole IP is only blocked for an unmistakable flood. The test suite includes exactly this scenario.
Java 17+, a Paper, Purpur, Spigot or Folia server from 1.17.1 to 26.x, and the free PacketEvents plugin.
Yes. Turn on monitor-mode and OmniGuard detects and alerts on everything without blocking anything. Run /og doctor for a configuration check-up.
It is detected automatically. Per-IP connection limits step aside, because all traffic comes from the proxy. Everything else keeps working with the forwarded player IPs.
Install in two minutes, start in monitor mode, and let OmniGuard learn your server.