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Spawn realistic fake players on Paper/Purpur servers with skins, chat, tab-list, and full hot-reload

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2.0.1

Pepe-tf released FakePlayerPlugin version 2.0.1 on July 6, 2026

v2.0.1 (Beta)

Changed — Left/Right-Click Are Now Real Clicks (Authentic Serverbound Packets)

The bot left-click and right-click systems no longer re-implement what the server does on a click. Every action is now dispatched as an authentic serverbound packet through the bot's real packet handler (FakeServerGamePacketListenerImpl), so the server performs the click exactly as it does for a real player — full reach/anti-cheat validation, native Bukkit events (BlockBreakEvent, PlayerInteractEvent, PlayerInteractEntityEvent, …), item durability, hunger, use-timing and every item's own behaviour.

  • New BotClickDispatcher builds and dispatches ServerboundPlayerActionPacket (dig), ServerboundAttackPacket, ServerboundInteractPacket, ServerboundUseItemOnPacket, ServerboundUseItemPacket and ServerboundSwingPacket through the connection's live handle* methods. It first sends a ServerboundPlayerLoadedPacket (what a real client sends) so the server's hasClientLoaded() gate lets bot interactions through.
  • Left-click mining now sends START_DESTROY_BLOCK and lets the server drive destroy progress, sending STOP_DESTROY_BLOCK on a client-faithful predictor (creative/instant-break complete on the START tick). Removed the hand-rolled progress loop and direct gameMode.destroyBlock calls.
  • Left-click attacks go through the real attack packet (respecting the attack-strength cooldown), replacing the performAttack + forced-attack-ticker hack.
  • Right-click routes block use, item use and entity interaction through the real handlers, and deletes the fake shortcuts: directly setType-ing planted crops from a hardcoded seed→crop table, applyBoneMeal, and the manual place/plant/bonemeal branches. The server's useItemOn now handles placement, planting, bone meal, hoeing, bucket use, etc. natively for any item.
  • Protection plugins (WorldGuard, etc.) now block bot clicks the same way they block real players, since the real events fire.
  • 1:1 vanilla click resolution — the bot's clicks now resolve targets exactly like a real client's pick: the combined block+entity ray from the bot's own eyes, nearest hit wins. Left-click attacks the entity directly under the crosshair (paced by the real attack-speed attribute) or digs the block; right-click interacts with the entity under the crosshair (armor-stand equip, feeding, breeding, trading, mounting) and, when that PASSes, falls through to the in-hand item use — the same order Minecraft.startUseItem follows. Removed all non-vanilla targeting: sender-aim entity picks (rayTraceHostileEntity, rayTraceEntity, the right-click rayTraceTargetPlayer entity branch), the left-click forward-cone auto-attack (findBestMobTarget), and target lock-on. An entity behind the aimed block is never picked; the sender's crosshair only designates which block to work on.
  • Full debug tracing — new left-click / left-click-head debug categories (in debug.yml, plus Config.debugLeftClick()/debugLeftClickHead()) mirroring right-click. Both systems now log the whole pipeline: target resolution, navigation, every dispatched packet (dig START/STOP/ABORT, attack, useItemOn, useItem, entity interact), consume detection and stop/cleanup.

Fixed — Use Packets Silently Dropped by the Spam Limiter + Aim Drift

Two bugs that made --hold/--repeat clicks stop working after a few seconds:

  • Spam-limiter drophandleUseItem/handleUseItemOn feed the packet's Spigot-added timestamp field into Paper's incoming-packet spam limiter (checkLimit). Directly-constructed packets leave that field 0, which looks like "no time passed since the last packet", so after ~8 uses the server permanently dropped every use packet (eating, placing, doors — everything). BotClickDispatcher now stamps System.currentTimeMillis() onto ServerboundUseItemPacket/ServerboundUseItemOnPacket (reflection-probed, no-op if the field ever disappears), so the limiter sees real inter-packet timing exactly as for a networked client.
  • Aim tracking — the bot's head was rotated once when the command started and could drift off the commanded target (knockback, entity interactions), leaving it staring at the wrong block forever. Both click loops now re-aim at the commanded target every tick (new aimTarget/aimPoint in the click state, never overwritten by transient per-tick picks): a passing entity still gets vanilla nearest-hit treatment, and the moment it's gone the crosshair is back on the commanded block.

Fixed — Left-Click Resumes Mining After the Crosshair Leaves an Entity

Block re-resolution in the left-click loop was gated behind a "dynamic target" flag that was false when the click started without a block pick (entity in front of the crosshair, a resumed task after restart, or a plain self-view click) — so once the entity was gone, the bot stopped instead of mining the block now under its crosshair. The loop now re-resolves the block pick unconditionally every tick, matching a real held click: entity in front → attack it; entity gone → seamlessly dig whatever the crosshair sees. The dead flag was removed.

Fixed — Full Weapon Damage & Right-Click Arm Swings

  • Attacks now use the held weapon's real damage — bots aren't driven by the normal player tick path, so two things a real client gets for free never happened: the held weapon's attribute modifiers were never registered (ATTACK_DAMAGE stayed at fist level) and the attack-strength ticker never advanced (every hit was scaled to the ~20% spam-click minimum → a sword dealt ~1 damage). BotClickDispatcher.attack now calls detectEquipmentUpdates() and primes the attack-strength ticker before each attack; since the click loop already paces attacks at the real weapon cooldown, every hit lands at full strength — sword/axe damage, sweep, knockback and enchantments all apply.
  • Right-click now swings the arm — the server only broadcasts SERVER-sourced swings; for most interactions the vanilla client swings itself, which a bot has no client to do. The bot now sends its own swing on every consumed right-click (buttons, levers, bone meal, planting, placing, entity interactions) and on instant item uses (throwing pearls/eggs) — but not when a multi-tick use starts (eating, bow draw), matching the vanilla client exactly.

Fixed — Bots No Longer Lose Inventory & Active Task Across Restarts

Two persistence defects made every server restart / plugin update wipe bot inventories and running tasks:

  • Inventory/XP restore was a one-shot timer — applied a fixed 10–12 ticks after the restore chain spawned the bot, with a silent give-up if the body hadn't finished spawning yet (typical right after startup while chunks load). Both now use a retry loop (every 5 ticks, up to 30 s) that waits until the bot is online + valid, and log a warning instead of silently dropping if the bot never spawns.
  • Task persistence was hollow since the click-system migration — the task snapshot hardcoded every field to null/0 ("legacy mine/use/place removed") and the restore hook was an empty stub, so the active task was lost by design. The persistence layer now saves each bot's active left/right-click task (mode + world + exact aim point) to both the unified YAML and the fpp_bot_tasks DB table (LEFT_CLICK/RIGHT_CLICK rows), and resumes it after the restart: once the bot is fully spawned and its inventory (tools!) is restored, it re-aims at the saved point and restarts the same click mode via the normal task pipeline. New SavedClickTask snapshot + getSavedTask/resumeSavedTask APIs on both click commands; the dead 30-field legacy task model was replaced with a compact one.

Fixed — Block Interactions Blocked by the Unconfirmed-Teleport Gate

handleUseItemOn refuses every block interaction while awaitingPositionFromClient is armed — and it gets armed by any teleport/rotation done through the connection (bot spawn, /fpp tp, action locks, CraftPlayer#setRotation). A real client confirms teleports instantly; the bot never did, so levers, buttons, bone meal, planting and placement silently no-oped (the packet fell into the build-limit-message branch). Two-part fix:

  • BotClickDispatcher now confirms pending teleports like a real client before every interaction packet: if the connection is awaiting a position confirm, it dispatches a ServerboundAcceptTeleportationPacket with the pending id (clears the gate, snaps to the awaited position — the same thing a vanilla client does).
  • refreshAim rotates via NMS absSnapRotationTo instead of CraftPlayer#setRotation, which internally performs a connection teleport and would re-arm the gate every tick.

Changed — Vanilla Click Timing & Armor-Stand Parity

  • Right-click at vanilla speed — held right-click now acts once per 4 ticks (the vanilla client's rightClickDelay), instead of every 8: the extra post-action pulse skip was removed. Bone meal, levers, buttons, doors and planting now trigger at real-player pace.
  • No more eating through armor stands — the vanilla client hardcodes interactAt on a non-marker armor stand as SUCCESS client-side, so a real player's click is always consumed there and never falls through to eating/using the held item. The bot now mirrors that: aiming at an armor stand consumes the right-click even when the server-side equipment swap does nothing.
  • Held left-click attacks at exact weapon speed — entity attacks are now paced solely by the bot's real attack-speed attribute (swing + attack packet each cycle); the loop's post-break pause no longer stacks on top (previously ≈16 ticks between sword hits instead of 12). Mining keeps its vanilla-like ~4-tick post-break pause.

Added — Minecraft 26.2 Support

Extended the runtime compatibility gate to cover the year-based 26.2.x releases (Minecraft 26.2 "Chaos Cubed").

  • CompatibilityChecker.isSupportedVersion now accepts 26.2.x alongside 26.1.x (old 1.x.y remains supported below 1.21.12).
  • The unsupported-version warning banner and wiki version ranges updated to read up to 1.21.11, and 26.1.x–26.2.x.
  • Compile-time Paper dev bundle stays on the stable 26.1.2.build.65-stable; 26.2 runs via the existing version-safe NMS reflection.

Information

Published onJuly 6, 2026
Downloads59

Platforms

Paper Paper (1.21-26.2)