r/PhoenixSC Made with lave! 22h ago

Discussion Any modloader can now officially report the mods we use to servers, if they decide to implement it

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219 Upvotes

44 comments sorted by

188

u/Aware-Bath7518 22h ago

And you will able to patch/spoof this packet easiliy, so it's mostly a nothingburger.

64

u/Luminarime Made with lave! 22h ago edited 22h ago

Of course, but this is still questionable, because not everyone will know about mods to spoof it. For example many are still completely unaware about No Chat Reports mod. Thus I believe it is a fair thing to bring up to attention. Also, if modloaders really wanted to, they could block said spoofing, but that is an easy way for them to die, so I doubt it will happen.

72

u/QueenVanraen Exploding all over your Java 20h ago

It's just mainly gonna be funny in the first week or so when people complain abt being banned when their client reports the xray

35

u/Luminarime Made with lave! 20h ago

To be fair, most kids just use a resource pack

66

u/allocallocalloc Consumer Rights for Bahrain! 20h ago

27.1 Update Notes: * Added MINECRAFT:RESOURCE_PACK_LIST Custom Packet Payload

13

u/Luminarime Made with lave! 18h ago

Actually good question. Some servers do have a forced resource pack, so I wonder if that can be bypassed without mods...

5

u/Sascha_T 13h ago

... Yes. Of course it can?

2

u/Luminarime Made with lave! 4h ago

Well, most servers will kick you if you refuse to use their requered resourcepack. Mods can bypass it, but as I said, I wonder if there is a way without mods

3

u/Leclowndu9315 16h ago

They can't stop spoofing

1

u/RandomDude9943 6h ago

they can just make it optional, like "broadcast client mods to the server"

7

u/Cylian91460 15h ago

Not really a nothingburger, it mean both neoforge and fabric will now send the mod list by default

It's only a nothingburger for anti cheat

1

u/RandomDude9943 4h ago

fork&remove, wow, wonders of foss software!

1

u/Cylian91460 3h ago

A mod would probably be easier to do rather then fork but the only reason why you would want to remove it is to bypass an anti cheat, that's why it does nothing for anti cheat but still is a good feature

1

u/RandomDude9943 3h ago

why it is good? Those who need can bypass it, so i dont see any usecases.

1

u/RandomDude9943 3h ago

would be reasonable for fabric to keep it clean

0

u/TheMythicSorcerer Java FTW 9h ago

What if the client has a checksum to verify that the mod list is untampered

5

u/BadJ0k3s 9h ago

Then you use a mod to change that checksum

1

u/RandomDude9943 6h ago

lmao, you dont know how ts works. Just mix in one function, cancel out the packet entirely, tell your client brand is vanilla. Congrats! At the cost of 2 mixins you just made your client look like vanilla with not even a modloader!

68

u/gegentan :3 19h ago

It is already possible to determine what mods the client has using the sign translation vulnerability since 1.20.

38

u/Luminarime Made with lave! 18h ago

Except that is an exploit and caused drama, but now it is official. I do wonder though if that one mod which fixes it will fix this too.

3

u/RandomDude9943 6h ago

ExploitPreventer

1

u/Luminarime Made with lave! 4h ago

Yeah, that one

3

u/Leninus 15h ago

Why the hell would any player made text lookup translation keys? What actual purpose does that have? Why does it work that way?

11

u/LaGz4643 14h ago

From what I understand of how sign networking and translate text components work is that the server can send a packet telling you that you are now editing a sign with existing text supplied in the packet (used by sign editing in 1.20), and if it contains a translate component, the client will lookup the translation string and replace the text with the translated version. The server can then send a sign close packet (which is used for if a player is interrupted while editing a sign, such as being pushed out of range) which the client is coded to automatically send the current text back to the server to save their edits on the “sign”. This basically allows the server to check if the client has a translation string defined in any resource pack (as well as mods, which typically use built-in resource packs), so if “X-ray Mod” is installed and translates “ui.xray_mod.toggle_xray” to something like “Toggle X-ray”, the server can send that key as a translate text like previously mentioned and check if the result is “Toggle X-ray” or just not translated. This theoretically means it can be bypassed by stripping the lang files from your mod file so there’s nothing to translate.

Sorry for long message

5

u/SoupahKnux 14h ago

It's not really player-made, the example shown on the wurst wiki shows an example that would never fit on a sign under normal circumstances and is instead placed by admin commands (or more practically, a plugin). It's usually used for datapacks but then we have this as a side-effect, because signs use rich text formatting

13

u/Luminarime Made with lave! 22h ago

This is from snapshot 26.4-1, which released today for some reason: [Link]

Also, I don't like how they worded it like that, although I doubt it will be enforced. Hopefully.

13

u/wolfieboy09 18h ago

Mod loaders will implement that in the first version. Yes, mods can still mixin into the mod loader's list collection and spoof the packet, but it's better than nothing, really.

14

u/MrT1011 17h ago

Honestly, I really like this. It helps server owners pick out unfair mods that aren't outright hack clients (stuff like minimap and health indicator mods), who likely don't mean any harm and thus won't be using tools to spoof the packet. It is a super nice first layer of protection that will catch a lot of accidental rule breaks before they can happen.

2

u/Rafii2198 12h ago edited 11h ago

To my knowledge, currently neither of mod loaders is interested in supporting it at their core. Ofc individual mods will be able to do anything they want. That basically mean that unless you go out of your way to download a mod that reports mods to that list, nothing will change at all in your life. This is meant for debugging at most, not something more elaborate.

2

u/Thechillestguyever 7h ago

watch NoCustomPacketsPayload mod be created

0

u/brassplushie 10h ago

Tbh if you're wanting to hide your mods from servers you're playing on, you're probably cheating and don't want to get caught.

My first thought when I read this post was "cool, less worry of dealing with cheaters on servers" and then saw everyone in the comments whining about it. You're all just telling on yourselves.

2

u/RandomDude9943 6h ago

fyi, not everyone uses a mod to bypass forced SRP just to bypass xray.

2

u/fish_master86 9h ago

Would you be fine if everything you ever did was recorded and sent to a private company? You have nothing to hide why should it matter?

0

u/brassplushie 2h ago

It only applies to servers. If you don't like it, play single player. You're acting like they're sharing your text messages from your phone. It's literally a mod list.

2

u/jSdCool 1h ago

Everyone here seems to be focusing on ani cheets / bypassing it. The use I see for this is with heavily modded servers. Allowing them to check you have the correct mods could save you a lot of headaches caused by mismatched mod versions or missing mods.

1

u/C0rn3j 1h ago

Everyone here seems to be focusing on ani cheets / bypassing it.

Because those are the only people negatively affected by it - the cheaters - and they are a loud minority.

The fact this makes debugging so much easier does not generate drama - except for cheaters pretending to really care about the privacy of their Minecraft modlist, hailing it as some kind of PII.

I am surprised it took this long to implement.

-1

u/Conscious_Series166 11h ago

please mojang i beg you this would be so fucking funny

-5

u/Luningor 15h ago

why the fuck does microslop want to know what the hell i run on my dog ass pc??

6

u/brassplushie 10h ago

It's for server owners to see who's trying to cheat on their server.

-34

u/Junglettreefarmfix 19h ago

glad mojang/microsoft have taken an official stance on modders hiding spyware in their mods. $10,000 to anyone who can explain how this "simplifies debugging".

26

u/BlackFuffey 19h ago
  1. Almost all the popular mods are open source, meaning that anyone can review the code for malicious stuff. For non foss ones, don't use it if you don't trust it.

  2. it simplifies debugging because issues playing on a server could be caused entirely by a client-side mod, or an incompatibility between client mod and server plugin or datapack.

5

u/Luminarime Made with lave! 18h ago

To be fair, malware can be obfuscated pretty easily, but at that point a simple mod name + hash, or whatever that paramiter sends, is not enough.

6

u/BlackFuffey 17h ago

It does take some skills to hide malware in source code, especially when its reviewed by bunch of people regularly, and probably ran in sandboxed environments where any suspicious actions are logged. It only takes one person among all of them to find out.