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GriefWatch

by qStars · on Modrinth

Client-side grief monitoring with QOL features made for hypixel 'freebuild' houses, although it should also work in other use cases.

⬇ Download on Modrinth

GriefWatch

Client-side grief monitoring for hypixel housing, particularly "freebuild" houses. GriefWatch watches for block breaks happening around you and flags the player most likely responsible, so you can react to griefing in busy build areas without staring at chat or players all day.

Spoiler

It's a monitoring aid, not an anti-cheat needed. Don't just go demoting players because 'the mod said so'.

How it works

Whenever a block turns to air within your loaded chunks, GriefWatch:

Limitations:

Entity render distance and why silent alerts exist:

GriefWatch can only positively identify a suspect (a red alert) when the responsible player's entity is loaded on your client, which means they have to be within your entity render distance. Beyond that distance the server stops sending you that player's entity and swing-animation packets, so there's no one for the mod to match the break against.

When a block break happens outside entity render distance, the break itself is still visible (it's a world/chunk update, which travels farther than entities), but the player who caused it is not. In that situation GriefWatch can't attribute the break to anyone, so it raises a yellow (silent) alert with the suspect logged as "unknown" instead of a red alert.

This gap is the main reason silent alerts were created. Servers frequently cut entity range well below chunk/block-update range, so relying only on swing-matched red alerts would miss griefing that happens just past your entity view. Silent alerts fill that blind spot: they catch break activity in the wider area even when no player entity is close enough to identify, trading certainty about "who" for coverage of "where."

Whitelist:

Whitelisting a player suppresses their alerts by checking whether a whitelisted player is standing near the broken block. But that check only looks at player entities your client actually has loaded, meaning players within your entity render distance. If a whitelisted player is beyond that distance, their entity isn't present on your client, so the mod has no one to recognize as whitelisted near the break.

The practical effect: a whitelisted builder working just past your entity view still triggers yellow alerts, because from the client's perspective the break came from "nobody visible." The block update reaches you, but the trusted player who caused it does not, so the whitelist has nothing to match against and can't suppress the alert.

This is the same underlying gap as the entity-render-distance limitation above. Whitelisting reliably prevents red alerts (which already require a visible, swing-matched player) and prevents yellow alerts only while the whitelisted player stays within your entity render distance. Once they're out of range, neither the identification nor the whitelist suppression can function, and you may see "unknown" yellow alerts from their legitimate building

Quick facts

Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.

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