CullTag

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CullTag

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Server-side mod that hides player nametags through walls

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Minecraft

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About

Project Details

Type
Mod
License
MIT License
Latest Version
culltag-1.1.2.jar
Authors
CurseForge
Modrinth

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Description

CullTag

True Server-Side Nametag Culling for Fair Play

Vanilla Minecraft gives every player a free, built-in wallhack: nametags visible through solid blocks. CullTag fixes this unfair advantage with highly optimized, server-side raycasting.

If a player is hiding behind a wall, their nametag is gone. It’s that simple.

Because all calculations and packet interceptions happen entirely on the server, your players don't need to install anything. They can connect with a 100% vanilla client and immediately experience fairer gameplay, making it perfect for SMPs, PvP arenas, and hardcore survival servers.

Key Features

  • Zero Client Setup: 100% server-side. Vanilla and modded clients both see the correct, culled nametags automatically.
  • Aimed at the nametag, not the eyes: the ray ends where the tag actually floats, so a tag peeking over a wall stays visible and one hidden behind it does not.
  • Glass is not a wall: panes, bars, chains and ladders never hide a nametag. Which blocks count is a datapack tag, #culltag:transparent, so you can change it without waiting for a release.
  • Named mobs too: a named mob or armour stand is the same wallhack as a player. cull_entity_nametags covers them, and leaves invisible ones alone so hologram stands stay readable.
  • Engineered for Performance: sweeps run every few ticks, skip spectators and anything invisible, and never look past the 64 blocks at which vanilla stops drawing nametags. Typical cost is well under a millisecond.
  • Live Configuration: config/culltag.properties holds enabled, max_distance, check_interval_ticks and cull_entity_nametags.
  • Hot-Swappable: Toggle the entire system or reload config changes live without ever needing to restart your server.
  • Built-in Profiling: Monitor exactly how the mod is operating under the hood with built-in performance metrics.

Commands

Manage the mod entirely in-game (requires appropriate permissions):

  • /culltag enable & /culltag disable - Toggle the culling system live. Your choice automatically persists to the config file.
  • /culltag reload - Hot-reload any changes made to culltag.properties.
  • /culltag stats - View real-time raycast performance metrics and active tracking data.

Documentation

  • Configuration - every key with its default and range, and the block tag that decides what counts as see-through.
  • Commands - what each subcommand does, and how to read /culltag stats.
  • How It Works - the sight test, the hiding trick, and what each costs.
  • Compatibility - other mods, modded blocks, and holograms.
  • Troubleshooting - what to check when a nametag is stuck, missing, or showing when it should not be.

Requirements

  • Environment: Server-side ONLY (Drop it in your server's mods folder and you're done)
  • Dependencies: Fabric API
  • Fabric Loader: 0.19.3 or newer

Known Incompatibilities

  • PassableFoliage - mutates leaf collision shapes on both client and server, desynchronising LOS raycasts through foliage and producing erratic nametag visibility.

CullTag

True Server-Side Nametag Culling for Fair Play

Vanilla Minecraft gives every player a free, built-in wallhack: nametags visible through solid blocks. CullTag fixes this unfair advantage with highly optimized, server-side raycasting.

If a player is hiding behind a wall, their nametag is gone. It’s that simple.

Because all calculations and packet interceptions happen entirely on the server, your players don't need to install anything. They can connect with a 100% vanilla client and immediately experience fairer gameplay, making it perfect for SMPs, PvP arenas, and hardcore survival servers.

Key Features

  • Zero Client Setup: 100% server-side. Vanilla and modded clients both see the correct, culled nametags automatically.
  • Aimed at the nametag, not the eyes: the ray ends where the tag actually floats, so a tag peeking over a wall stays visible and one hidden behind it does not.
  • Glass is not a wall: panes, bars, chains and ladders never hide a nametag. Which blocks count is a datapack tag, #culltag:transparent, so you can change it without waiting for a release.
  • Named mobs too: a named mob or armour stand is the same wallhack as a player. cull_entity_nametags covers them, and leaves invisible ones alone so hologram stands stay readable.
  • Engineered for Performance: sweeps run every few ticks, skip spectators and anything invisible, and never look past the 64 blocks at which vanilla stops drawing nametags. Typical cost is well under a millisecond.
  • Live Configuration: config/culltag.properties holds enabled, max_distance, check_interval_ticks and cull_entity_nametags.
  • Hot-Swappable: Toggle the entire system or reload config changes live without ever needing to restart your server.
  • Built-in Profiling: Monitor exactly how the mod is operating under the hood with built-in performance metrics.

Commands

Manage the mod entirely in-game (requires appropriate permissions):

  • /culltag enable & /culltag disable - Toggle the culling system live. Your choice automatically persists to the config file.
  • /culltag reload - Hot-reload any changes made to culltag.properties.
  • /culltag stats - View real-time raycast performance metrics and active tracking data.

Documentation

  • Configuration - every key with its default and range, and the block tag that decides what counts as see-through.
  • Commands - what each subcommand does, and how to read /culltag stats.
  • How It Works - the sight test, the hiding trick, and what each costs.
  • Compatibility - other mods, modded blocks, and holograms.
  • Troubleshooting - what to check when a nametag is stuck, missing, or showing when it should not be.

Requirements

  • Environment: Server-side ONLY (Drop it in your server's mods folder and you're done)
  • Dependencies: Fabric API
  • Fabric Loader: 0.19.3 or newer

Known Incompatibilities

  • PassableFoliage - mutates leaf collision shapes on both client and server, desynchronising LOS raycasts through foliage and producing erratic nametag visibility.

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