Infinite Ammo
Magazines run dry for everyone. A player who keeps firing long after their ammo should have run out is flagged right away. Normal reloading and looting work exactly as they always have.
Features
Ten areas of protection and control, built to keep your world fair without getting in the way of honest players. Everything runs on the host, so your players never install a thing.
Every shot has to be earned.
Guns on the island are meant to be scarce and slow. MPAC keeps them that way, so firefights and cannibal raids play out the way the game intends.
Magazines run dry for everyone. A player who keeps firing long after their ammo should have run out is flagged right away. Normal reloading and looting work exactly as they always have.
Every weapon has its own rhythm. Weapons pushed past the rate of fire the game allows are flagged, from sidearms to rifles. Fast trigger fingers within the game's limits are left alone.
Bases are built, not conjured.
Your players put hours into their bases. MPAC protects that work from anyone who skips the grind, and from anyone who sets out to tear it down.
Logs, planks and stone have to be gathered before they can be placed. Structures that go up without the materials behind them are flagged, so a fortress built from thin air never slips by.
Trees take time to come down, even with the best tools in the game. Forests that disappear faster than any axe or saw could manage are flagged.
Knocking down a wall is fine. Flattening structures and the world around them in seconds is not. MPAC flags destruction on a scale no player could manage by hand, which protects everyone's bases, not just yours.
Mass-cancelling blueprints is a favourite way to grief other players' builds. MPAC flags it before a shared project disappears overnight.
Blueprints placed one after another faster than anyone could by hand, or far out of reach, are caught as they arrive. Block the extras so they never appear, and set your own limits for how many is too many.
Walls and other drawn blueprints stretched far beyond anything built by hand can be logged or refused outright. Choose which kinds of blueprint are checked, and how long is too long.
Nobody walks through walls here.
Movement is where most cheats show up first. MPAC holds every player to the same rules on foot, in the air and on wheels, without punishing them for the game's own surprises.
Walls, rocks, cliffs and terrain are solid for a reason. Players who pass straight through them, whether to raid a base or explore beneath the map, are flagged.
Without a glider, everyone comes back down. Players hovering in place or flying across the island on their own stand out immediately.
Nobody outruns the cannibals for free. Players moving on foot faster than anyone can sprint are flagged, whether they're crossing the map or chasing someone down.
Crossing the island takes time. Players who blink from one spot to another are flagged, so nobody drops into a base or escapes a fight with a keypress.
Gliders have a top speed and always lose height. Gliders tuned to fly faster than the game allows, or to stay in the air forever, are flagged.
The Knight V is fun because it has limits. Unicycles modded for impossible speed or jump height are flagged like any other cheat.
Joining, respawning and getting thrown by a spring trap can look strange for a moment. Players get a short grace window in each case, and you can set the respawn and spring trap windows yourself.
No item showers.
Item spawners are one of the fastest ways to ruin a world. MPAC stops a flood of free loot before it buries your server.
Players who suddenly flood the world with items are flagged the moment it happens, with a record of who did it.
Go a step further and stop spawned items from appearing at all. There's nothing to clean up afterwards, and nothing for anyone else to pick up.
The island is supposed to be dangerous.
Drowning and falling are part of what makes the island dangerous. MPAC makes sure nobody quietly switches them off.
Every diver has to come up for air eventually. Players who stay underwater far longer than anyone could hold their breath are flagged.
Some falls are meant to hurt, and some are meant to kill. Players who walk away untouched from drops that should have finished them are flagged.
Lakes and the sea are for swimming. Players strolling along the bottom as if it were dry land are flagged.
Endgame gear on day one? Not here.
Progression is the heart of Sons of the Forest. MPAC flags gear that shows up before a player could have earned it, while leaving co-op play alone.
Gear a player couldn't have found yet is flagged as soon as they have it, all the way up to the Artifact and each of its pieces.
Every wearable is covered, from basic outfits to Tech Armor, so nobody gears up in late-game protection on their first night.
Scopes, lights and other weapon add-ons are covered too, so a fully kitted weapon has to be earned piece by piece.
Co-op is the whole point. Items handed over by teammates or taken from storage are never held against anyone.
Set each item to off, logged or enforced on its own. You decide exactly which gear matters on your server.
Your server. Your rules.
Every server has its own idea of fair. MPAC lets you respond the way you want, from a quiet note in the log to a permanent ban.
Remove a cheater from the current game, or add them to your server's ban list so they don't come back.
Give players a chance before the hammer falls. Kick and warn first, then ban once a player runs out of warnings. You set the limit, anywhere from 1 to 5.
A kick should mean something. Kicked players wait out a timer you choose before they can rejoin.
Tell just yourself or the whole server. Messages can appear in chat or as the game's own kicked or banned screen.
Watch quietly before you enforce anything. Every check can be set to log only, so you can see what's happening before deciding how strict to be.
Built for the people running the server.
Everything you need to run a clean server lives inside the game. There are no extra programs to install, and your players never install a thing.
Players, flags, warnings and every setting, one key away. Review what happened and change how MPAC behaves without leaving the game.
Trust your admins automatically, and exempt anyone else by hand in a couple of clicks.
New players start as Guest and earn Trusted by playing clean. Choose how long it takes, whether it counts time online or time since they first joined, and what resets the clock.
Each category runs on tuned MPAC defaults, your own values, or not at all. Start with the defaults and fine-tune only what you need to.
Warnings follow a player across sessions and worlds, so starting a fresh save doesn't wipe the slate clean.
Know what happened, even when you're offline.
Your staff channel becomes a live record of your server. You'll know what happened while you were away, and who it happened with.
Kicks, bans, flags and more are posted to your staff channel as they happen.
Ping the right roles for the alerts that matter, and let the rest arrive quietly.
Turn each kind of alert on or off, so your channel only shows what you care about.
Your server, from any browser.
Check in on your server from your PC or your phone. Your whole staff team can help, each with exactly the access you give them.
Sign in with your Steam account. There are no new accounts to create, and MPAC never sees your password.
Players, flags, warnings and settings, updated as they happen.
Kick, ban, exempt players and clear warnings from the browser. Every action is checked against the access you've given that person.
Give your team Viewer, Moderator or Admin access, each with its own limits.
Every action taken from the dashboard is recorded with who did it and when.