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Learn · Minecraft

X-ray, nuker and scaffold detection

X-ray is the cheat everyone asks about and the one an anticheat can say the least about, because it breaks no rule the server can observe. Nuker and scaffold are the opposite: they leave evidence a check can act on directly.

Updated August 18, 2026 · Itnetic team — reviewed by Petr Chlíbek, founder

Key takeaways

  • X-ray changes only what the client draws. It sends no illegal packet, so it cannot be caught in the act — only inferred from what a player mines over time.
  • That makes it a statistical accusation, and it should be treated as one: a large sample, a small severity, and thresholds set so it cannot reach an automatic removal on its own.
  • The right outcome of an X-ray flag is an operator looking at the evidence, not a ban.
  • Nuker is caught outright: a player has one hand, and several distinct blocks finished inside a single tick is not a fast client.
  • Scaffold and tower share one shape — a client placing blocks it is not looking at — and neither is judged on a single placement, because laying one block behind you is ordinary building.
  • All three need the blocks around the player, which means keeping a small window of the streamed world rather than the whole thing.

Why X-ray is different from every other cheat

Every other cheat on this site produces something the server can point at. A fly module reports a position gravity does not allow. A reach module lands a hit from too far away. A timer sends packets faster than a tick loop can produce them.

X-ray produces nothing. It modifies the client's rendering so stone becomes transparent and ores do not. Every packet the client sends afterwards is a completely ordinary packet: the player walks somewhere and breaks a block, exactly like any other player walking somewhere and breaking a block. There is no illegal message to catch, because the cheat never sends one.

That single fact determines everything about how X-ray should be handled, and it is the part most discussions skip.

What can be measured instead

If the act cannot be caught, the outcome can be counted. A player mining normally moves a great deal of rock for every ore they find — that is what mining is. A player who only ever breaks the ore does not. Over a large enough sample, the ratio between the two separates them.

The important word is "large enough". Ore distribution is random, veins cluster, and a genuinely lucky stretch is a normal thing to happen to a normal player. A ratio computed over a short session says nothing at all. It only starts to mean something once the sample is big enough that luck stops being a plausible explanation, and even then it is a probability rather than a proof.

Treating a statistical check as statistical

Because it is an inference and not an observation, the correct design is deliberately weak:

  • The sample has to be large before a ratio is allowed to mean anything.
  • The severity is small, so a flag contributes little to the player's running violation level.
  • The thresholds are set so the check cannot reach an automatic kick on its own. Even a strong X-ray signal should require something else to be wrong before anybody is removed.

The right outcome of an X-ray flag is an operator looking at the evidence: this player, this ratio, over this many blocks. That is something a human can weigh against how the player behaves, where they dug, and what else the server knows. It is not something to hand to an automatic ban, because the automatic ban has no way to be wrong quietly.

Anyone selling you a Minecraft anticheat that promises to catch X-ray reliably is describing either a ban wave with a false-positive rate they have not told you about, or a client-side component running on the machine of the person they are trying to catch.

Nuker: caught outright

Nuker is the opposite case. It breaks blocks far faster than a hand can, and often blocks the player is not next to, and both of those are directly observable.

A player has one hand. Several distinct blocks finished inside a single tick is not a fast client, it is a client breaking a rule that the game does not bend. And a block outside arm's length cannot be hit at all, whatever tool is held — the same reach limit that governs combat.

One implementation detail matters more than it looks. Only the finish of a block break should be counted. A client announces that it began breaking a block as well, and in creative mode it sends that alongside the finish for the same block. Counting both doubles every break and turns ordinary creative building into a nuker flag.

Scaffold and tower: placing blocks you are not looking at

Scaffold lays a bridge underneath a player walking forwards, on the top face of blocks behind them. Tower does the same thing vertically, at the player's own feet, once per jump. They are different features in a cheat client and they share one shape on the wire: a client placing blocks it is not looking at.

That is the signal, and it is a real one, because no human bridges blind. But neither is judged on a single placement — laying one block behind you is ordinary building, and everybody does it. What separates a module from a builder is the run: block after block, all behind, all while moving forwards, at a cadence a person does not sustain.

All three need the world

Every check here needs to know what a block is, and the only thing that knows is the chunk stream the server sent to the client.

Retaining the world as it arrives would cost megabytes per session, which is not viable for a proxy holding thousands of sessions. The workable approach is a small window: the chunks within a short radius of the player, evicted as they move. It is a retention radius rather than a working set — a small window covers every block a player can stand on, break or walk into.

There is a subtlety worth knowing if you are building this: the window has to be wider than it sounds necessary. A server streams a chunk when the player is still many chunks away from it and never sends it again, so a retention radius narrower than the server's render distance rejects chunks on arrival and leaves the cache permanently empty. The check then never fires, and everything looks fine right up until you notice it has never flagged anybody.

The other rule is that chunk decoding must fail closed. A chunk whose sections do not consume precisely the bytes the packet declared is dropped whole rather than partially trusted, because a block table read at the wrong offset does not produce noise — it produces confident, wrong answers about what is where, and every check built on it then accuses innocent players.

Where these fit

X-ray, nuker and scaffold are the world-interaction third of an anticheat. The movement checks are covered in fly, speed and timer hacks, the combat checks in killaura and reach, and the design rules that govern all of them — violation levels, decay, setbacks, monitor mode, and why false positives are the expensive failure — in What is a Minecraft anticheat?.

FAQ

Quick answers

Can X-ray be detected reliably?

Not in the act. X-ray changes only what the client draws and sends no illegal packet, so the only available evidence is statistical: over a large sample, a player who breaks ore without moving much rock. That is grounds for an operator to look, not grounds for an automatic ban.

Why does an X-ray check not just ban the player?

Because a ratio is a probability and ore is randomly distributed. A lucky stretch is a normal thing to happen to a normal player, and an automatic ban has no way to be wrong quietly. The check should be weighted so it cannot reach a removal by itself.

Does obfuscating ore blocks stop X-ray?

Server-side approaches that hide blocks the player cannot see address the cause rather than the symptom, and they are a reasonable complement to detection. They are also work the server does per player, so they trade CPU for certainty — which is a fair trade to make deliberately.

How is nuker different from a fast pickaxe?

A fast tool still breaks one block at a time. Nuker finishes several distinct blocks inside a single tick, or breaks blocks outside arm’s length. Both are things the game does not allow at any enchantment level.

Will building fast get me flagged for scaffold?

It should not. A single block placed behind you is ordinary building, and the check looks for a sustained run of placements on faces the player is not looking at while moving forwards. Building quickly while looking at what you place produces none of that.

Keep reading

01

Minecraft server DDoS protection

A Minecraft server is not a website. It holds long-lived connections, spends real CPU on every join attempt, and can be taken off the air by traffic that never looks like a flood on a bandwidth graph.

02

Minecraft bot attacks and join floods

A bot attack does not try to fill your network link. It makes your server do the most expensive thing it knows how to do — log a player in — thousands of times a second, until nothing is left for the people already playing.

03

What is a Minecraft anticheat?

Every login check is bounded: a real account, a solved code, a reconnect. A player who paid all of them can still fly. An anticheat is the layer that watches what happens after the door.

04

Fly, speed and timer hacks

Movement cheats are the easiest to detect and the easiest to detect badly. The rules they break are exact — and so are the ordinary situations that look identical to a check written carelessly.

05

Killaura and reach hacks

Combat cheats are the ones your community actually reports, and the hardest to judge — because the difference between a killaura and a genuinely good player is not how hard they hit, it is what their camera was doing.

06

Minecraft CAPTCHA and player verification

A web CAPTCHA can rely on a browser, a rendering engine and a third-party service. A Minecraft challenge has none of those — and the client it is trying to test may not be rendering anything at all.

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