Known Limitations
Disclosed honestly rather than left for you to discover:
- PvP-only combat.
combat.reach.a/attack_rate.a/multitarget.a/bad_order.aonly evaluate player-versus-player attacks. Reach/rewind reuse the target's own tracked movement history, which a mob does not have — a documented, safe-direction scope cut (under-detect PvE abuse rather than risk a false accusation from an imprecise mob-position estimate). - PostgreSQL/MariaDB paths are implemented but not as heavily exercised as SQLite. If you run
one of these, keep an eye on
/ff statusafter upgrades. - No dedicated main-thread-scheduling-delay or TPS/MSPT health-monitor subsystem. Live TPS is
already read and used to scale finding confidence, and per-check count/timing/circuit-breaker
state is exposed via
/ff checks, but there is no single consolidated "health monitor" object tracking scheduling delay. - Movement's
movement.phase.asamples only the movement segment's midpoint against solid block occupancy, not a full swept-AABB collision sweep — adequate for an experimental, alert-only check, not precise geometry.