VoidSakura Sentinel
Behavioural protection for Minecraft servers: movement, combat and packet analysis with staff tooling that explains every decision.
- Current version
- 2.4.028 Jul 2026
Commercial release pending
Sales are held until written commercial authorization from Mojang / Microsoft is in force.
Documentation- Signed, expiring downloads
- Every future update included
- Support from the people who built it
Commercial release pending
Sentinel watches how players actually behave rather than matching signatures. Movement, combat and packet timing are modelled per player, so a flagged account comes with the evidence that produced the verdict — not an opaque score.
Detection runs off the main thread. On a 400-player Paper server the analysis budget stays under one millisecond per tick, and every check can be tuned or disabled per world without a restart.
Staff get a review queue instead of a firehose: violations are grouped by player and by check, with a replayable timeline of the sixty seconds around each event. Punishments are reversible and fully audited.
What it does
Behavioural analysis
Movement, combat and interaction models built per player rather than per signature, so novel cheats are caught without a rule update.
Off-thread by design
Analysis runs on a dedicated executor with a hard per-tick budget. The main thread never waits on a detection pass.
Explainable verdicts
Every flag carries the sixty seconds of context that produced it, replayable in-game or from the web dashboard.
Reversible enforcement
Bans, kicks and mutes are recorded with the acting staff member and can be undone without touching the database by hand.
Per-world tuning
Checks are enabled, weighted and thresholded per world and per game mode, with hot reload on configuration change.
