ghosty

Quick rating

ghosty

No reviews yet

An Anti-EntityESP mod for fabric.

API/Library
Mod Loaders
Fabric
Minecraft

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Where It Runs
Server Only

Runs entirely on the server. Also works in singleplayer.

About

Project Details

Type
Mod
License
MIT License
Latest Version
1.0.0
Authors

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

Ghosty 👻

A server-side configurable Anti-EntityESP Fabric mod.

Ghosty sits between the vanilla server's entity tracker and the client. Once the vanilla server starts tracking an entity for a player, Ghosty intelligently intercepts and filters the network packets (updates). It prevents clients getting updates from entities they shouldn't be able to see (e.g., behind walls or behind the player), effectively neutralizing Entity ESP and Wallhack cheats.

Features

Ghosty applies the following checks to determine if a tracked entity should update to the client:

  • Range Check: Stops updating tracked entities that are outside the configured visual range.
  • FOV Check: Prevents updating entities outside of the player's Field of View, unless they are in extremely close proximity.
  • Occlusion Check (Raycast): Intelligently blocks entity updates if they are fully obstructed by opaque blocks.

Configuration

Run the server with this mod installed once to generate the default configuration file at config/ghosty.json.

Default Config

{
  "tracking": {
    "range": {
      "bypassFovCheckMaxDistance": 6.0,
      "enterDistance": 8.0,
      "exitDistance": 12.0
    },
    "fov": {
      "enterAngle": 45.0,
      "exitAngle": 60.0
    },
    "rayCastSamples": [
      [0.5, 0.5, 0.5],
      [0.1, 0.1, 0.1],
      [0.9, 0.1, 0.1],
      [0.1, 0.9, 0.9],
      [0.9, 0.9, 0.9],
      [0.5, 1.0, 0.5],
      [0.5, 0.0, 0.5],
      [0.5, 0.5, 0.1],
      [0.5, 0.5, 0.9]
    ]
  },
  "shouldDespawn": false,
  "cache": {
    "forceRefreshNTicks": 5,
    "byPlayer": {
      "yawChangedThreshold": 10.0,
      "pitchChangedThreshold": 10.0
    },
    "byTarget": {
      "positionMovedThreshold": 1.0
    }
  }
}

Configuration Guide

Configuration Key Description
bypassFovCheckMaxDistance Absolute distance threshold. Entities within this range bypass the FOV check entirely and will always update to the client if not occluded (prevents "turn-around" jump scares).
enterDistance Distance threshold for a hidden entity to become visible (start updating to client).
exitDistance Distance threshold for a visible entity to become hidden (stop updating to client). (Note: Keeping exit higher than enter creates hysteresis, preventing entities from flickering when walking exactly on the border).
enterAngle FOV angle threshold for a hidden entity to become visible (start updating).
exitAngle FOV angle threshold for a visible entity to become hidden (stop updating).
rayCastSamples A matrix of relative coordinates applied to the entity's bounding box for occlusion checking. Increasing points improves accuracy (e.g., catching protruding weapons) but costs more CPU cycles.
shouldDespawn Whether the server should actively send "Despawn" packets to clients when Ghosty stops updating an entity. Defaults to false. Note: Enabling this can lead to client-side visual glitches, such as cape physics resetting or flying upwards when the entity reappears.
forceRefreshNTicks Time-based cache invalidation. Re-calculates visibility for all tracked entities for every player every N ticks.
yawChangedThreshold Rotational cache invalidation. If a player's yaw (horizontal look) changes by more than this value, it triggers a visibility recalculation.
pitchChangedThreshold Rotational cache invalidation. If a player's pitch (vertical look) changes by more than this value, it triggers a visibility recalculation.
positionMovedThreshold Positional cache invalidation. If a target entity moves further than this distance squared since the last check, it triggers a recalculation for players tracking it.

Developer API (Programmable Filters)

Ghosty provides events to let other mods hook into and modify the visibility logic dynamically.

Setup

  1. Add the dependency from JitPack by following the instructions at: https://jitpack.io/#lightsing/ghosty
  2. Import the event class: me.lightsing.minecraft.ghosty.api.EntityVisibilityEvents
  3. Register your event listeners to EntityVisibilityEvents.PRE and/or EntityVisibilityEvents.POST.

EntityVisibilityEvents.PRE

This event is fired before any internal Ghosty checks (Range, FOV, Occlusion) occur. It is highly useful for whitelisting specific entities (like pets, glowing entities, or boss monsters) that should always be rendered to the client once the vanilla tracker picks them up.

Signature: (ServerPlayer player, Entity target) -> InteractionResult

  • Return InteractionResult.FAIL to skip all subsequent Ghosty checks and force the entity to be updated to the client.
  • Return InteractionResult.PASS to do nothing and let Ghosty (or other hooks) process the visibility normally.

EntityVisibilityEvents.POST

This event is fired after all internal checks have finished computing, containing Ghosty's final visibility decision. This allows you to modify the update behavior in-place before packets are intercepted or sent.

Signature: (EntityVisibilityCheckEvent event) -> InteractionResult

  • Return any value other than InteractionResult.PASS to intercept the event and stop propagating it to other registered POST hooks.

Screenshots

Gallery

This project has no gallery images yet.

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

<1,000
Downloads
Last Updated
CurseForge
Created
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works