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ReplayCore

Плагин FoliaPaperPurpur

Replaycore.com is the most advanced replay plugin on the market, compatible with every versions of minecraft.

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ReplayCore

Cloud 3D Minecraft Replays

Demo pages and test servers can become outdated. The best way to view ReplayCore is by using the completely free plan, or by contacting our support team for more information.

ReplayCore is a cloud replay platform for competitive Minecraft. Install one jar and every match on your server is recorded automatically, uploaded to the cloud, and ready to watch back as a true 1:1 3D replay in any browser. No client mods, no other plugins to install, and nothing for your players to download.

What you get:

  • A real 3D replay viewer in the browser - fly the camera, scrub the timeline, watch in first person or follow any player, and click anyone to read their full inventory and stats.
  • Catch cheaters with evidence - reach drawn in 3D, full combat stats and a verdict on every hit, plus a mining and X-ray review lens.
  • Death-cam and clips - let players instantly rewatch how they died, or save a highlight in one command.
  • Built for networks - one licence covers every server, cross-server chases stitch into one replay, and your whole team works from a web dashboard.
  • live through Paper 26.2; Folia 26.2 is in progress for the next update - one self-contained jar, set up in minutes.

ReplayCore is a review tool, not an auto-ban anti-cheat: it hands your staff the evidence and they make the call. It is releasing today in open beta, fully tested and operational, with fast support and credited downtime if anything ever goes wrong.

FREE PLAN

You can also start with our completely free plan to try ReplayCore out. Open the dashboard, install PacketEvents 2.13.0+ (Paper, Purpur, Folia), then the ReplayCore jar, then paste the recording key from Downloads.

Note: these screenshots are a snapshot of an open beta. ReplayCore improves constantly, so the live product already looks and works better than what you see here. Treat the images as a rough guide; our team is on standby for anything you need.

See it before you commit

Open the live viewer and explore real recorded matches in your own browser: a match on the latest version, and a 1.8 PvP match. The viewer is the same on every version, so what you test is exactly what your staff use. Scrub the timeline, play it back, fly the camera with WASD, and click any player to inspect them.

A 1.8 match, rendered live in the browser by the ReplayCore viewer.

A 1.8 match, rendered live in the browser by the ReplayCore viewer.

About the test server: our public test servers run on a single CPU core with limited RAM, so please do not judge ReplayCore's performance from them. On real hardware it has been load-tested at over 100 concurrent players with no measurable change to server performance. We can set up a dedicated test server or give you temporary access, and you can also try ReplayCore on the completely free plan.

test-legacy.replaycore.com 1.8.8 Paper base, via versioning to all other versions.

test-modern.replaycore.com 1.21.4 Paper base, via versioning to all other versions.

ReplayCore section 01

Every replay opens in a full 3D viewer that runs in the browser. Pick how you watch: a free camera on WASD with adjustable field of view, a top-down overview, a third-person camera locked to a player, or a true first-person view from their eyes.

Scrub to any point on the timeline, step a single tick at a time, and set playback anywhere from a quarter speed to sixteen times. Click any player at any point in the replay to read their health, hunger, armour, effects, ping and full inventory, enchanted items included. Click a container to see what was inside. Chases across the Nether and the End play back as one continuous replay.

Click any player to read their gear, effects, ping, hunger and full inventory.

Click any player to read their gear, effects, ping, hunger and full inventory.

Overlays sit beside the scene: chat, scoreboard, kill feed, player list, a TPS graph and a combat log. When you reach the moment you need, capture a screenshot or trim and export a clip.

ReplayCore section 02

ReplayCore records combat exactly as the server processed it, then breaks it down. For each fighter you get a combat panel: reach (average eye-to-hitbox distance), hits given and taken, critical rate, sweep, knockback, attack-cooldown charge (the autoclicker tell, not a clicks-per-second guess), damage dealt and taken, and kill-to-death ratio.

Every melee hit gets a verdict, allowed, suspicious or definite, all ping and lag compensated, with critical, sweep and cooldown badges. The viewer draws the reach in 3D and flags anything beyond what is physically possible. Filter to suspicious and above, click a hit to jump to it, and pause on each one. The reach analysis is aiming for anti-cheat grade accuracy and we are almost there, with some fine-tuning still to do.

A flagged hit: 3.71 blocks of reach, drawn in 3D with the full hit breakdown.

A flagged hit: 3.71 blocks of reach, drawn in 3D with the full hit breakdown.

ReplayCore supports the Vulcan and GrimAC APIs out of the box, so their flags appear as markers on the timeline. Click one to jump to the exact tick it fired and judge it against the footage. Support for more anti-cheats, such as Spartan and Polar, is planned, and in the meantime you can build any integration you need with our developer API. A mining and X-ray review lens lists every block a player broke for a human to check, and the TPS graph separates a real cheat from a player who was simply lagging.

The mining trail lens: every block a player broke, laid bare for xray checks.

The mining trail lens: every block a player broke, laid bare for xray checks.

It is a review tool, not an automated anti-cheat. ReplayCore does not auto-detect or auto-ban. It hands your staff the evidence and they make the decision. When a player appeals, reopen their replay, share a link, and settle it in minutes.

ReplayCore section 03

ReplayCore can give every player their own death-cam. The moment someone dies, they can open a replay of exactly how it happened, straight from chat, a sign or a menu. It is a natural fit for practice and PvP servers, where players want to see the hit that got them, and it settles the "that was lag" arguments before they start.

You tune it from the dashboard, with no config file to edit: how many seconds to keep before and after the death, whether it opens on the killer, the victim or an orbit, a per-player cooldown, the heads-up displays, and whether chat replays, with per-server overrides. Other plugins can fetch a player's latest death-cam through PlaceholderAPI to drop it into your menus and scoreboards.

ReplayCore deathcam panel

ReplayCore section 04

Your players do not need the dashboard. /replays opens a fully configurable in-game menu of their replays, an inventory GUI by default or a clickable chat list if you prefer, and clicking one sends its viewer link in chat.

Players can also clip their own highlights without leaving the game. /replaycore save 30s grabs the last moments from the continuous recording and sends back a clickable watch link, with a configurable cooldown and no second recording ever started; /replaycore start and /replaycore stop give manual control.

On top of that you can build your own menus with /rcmenu: lay them out how you like, for example recent replays, a death-cams-only category, or separate categories per game mode so Bedwars and Survival sit apart. Example menus ship with the plugin.

The in-game replay menu: browse and open replays without leaving the game.

The in-game replay menu: browse and open replays without leaving the game.

ReplayCore section 05

ReplayCore captures the match as your server processes it, every tick: movement, combat with full hit and knockback detail, inventories, armour and held items, blocks placed and broken, container contents, mobs, dropped items, projectiles, potion effects, mounts, the scoreboard, titles and action bars, the world border, weather and time. Large WorldEdit and FastAsyncWorldEdit operations show up in the replay too. Books and banners keep their contents, and sound cues are reconstructed from in-game events.

(Sounds are very basic on launch but are rapidly improving)

ReplayCore minecart scene

It is built to stay light. Capture runs off the main server thread and uploads to the cloud in the background, so it does not eat your disk or your tick budget. It has been load-tested at over 100 concurrent players with no measurable change to server performance, across multiple worlds.

On the legacy lane (1.8 to 1.12): a few things the old API does not expose are out of reach, namely off-hand items (1.8 has no off-hand), boss bars and WorldEdit operations. Everything else, including high-detail combat, titles, action bars and the world border, is captured.

ReplayCore section 06

ReplayCore lets you control what is captured and who can see it.

Chat is captured by default so your staff can read what was said in a fight; one line switches it to log only that a message happened, without the text. Command arguments are redacted by default, so the command name is stored but never its arguments. Vanished staff are kept out of standard archives. IP addresses are never recorded. Retention windows, automatic deletion and data export are all built in.

You set visibility by role. Owner, admin, staff, member and public-link guests each get their own access, decided tool by tool in the viewer, so a public replay shows far less than the one your staff open. Trusted players can be excluded from capture entirely.

ReplayCore permissions panel

On the security side, data is encrypted in transit and stored securely in resilient, multi-region cloud storage (UK and Canada) behind Cloudflare. Keys and tokens are hashed and shown to you only once. Download and cross-server watch links are signed and short-lived. There is a filterable 90-day audit log with CSV export.

ReplayCore section 07

Everything runs from a web dashboard, so your team manages replays without touching the game server.

Your replay library is searchable by player, server, game mode, date and length, so finding one specific match takes seconds. Open any replay to rename it, set it private, unlisted or public, or share a link.

ReplayCore replays panel

Bring your team in with real accounts and roles: owner, admin, staff and viewer, each with their own seat and access, plus delegated grants an owner can hand out. It is yours to configure: tune what every server captures, upload your own resource pack, set retention, apply a policy to existing replays with a dry-run preview, and read a full, exportable audit log. On Pro and above, put your own logo and brand colours across the whole panel.

ReplayCore capture panel

ReplayCore section 08

ReplayCore detects common plugins automatically and enriches your replays with no configuration.

ReplayCore integrations

These integrations are new in open beta and improve every week. If one does not behave on your setup, contact us and we will resolve it quickly.

ReplayCore section 09

The Designer is a no-code rule builder for your own capture events. You tell ReplayCore which in-game moments matter, defined from the chat messages your server already sends, with start and stop lines, a match mode, a server scope and a cooldown. There is a built-in tester that runs the exact matcher the recorder uses, so you can paste sample messages and see what would trigger before you save. Up to 20 categories per account.

ReplayCore designer panel

ReplayCore section 10

ReplayCore ships as one self-contained jar with only one dependency PacketEvents (Free). It detects your platform and version at startup and picks the right capture path automatically.

  • Live now: every Minecraft release from 1.8 to 1.21.5.
  • Legacy lane (1.8 to 1.12): Paper and Spigot, Java 8+.
  • Modern lane (1.13 to 1.21.5): Paper and Folia (Folia 1.21.4+), Java 21.
  • Paper 26.2 is live; Folia 26.2 is in progress for the next update.

Spigot covers the 1.8 to 1.12 legacy lane; the modern lane runs on Paper and Folia. Purpur and other Paper-compatible forks work. Geyser players on a Java server are captured and replayed as Java entities. Fabric and native Bedrock are out of scope. The 1.8 legacy lane and the 1.21.x modern lane are our dedicated, pixel-perfect fidelity targets.

Network and proxy (Velocity 3.x and BungeeCord): one licence covers the whole network. A player's session follows them across servers and the cloud stitches the per-server segments into one continuous cross-server replay. Watch routing uses single-use, signed tickets, so the replay link is never exposed to the player. A managed replay-host translates protocols, so a viewer on one version can watch a replay recorded on another.

Custom forks: most Paper and Spigot forks work out of the box. If yours does not, contact us and we will get ReplayCore working on it at no extra cost. If we cannot, we will refund you.

ReplayCore section 11

Commands and permissions are expanding during the beta, so this list will grow.

ReplayCore command usage

Commands
/replaycore save <duration> [player]   Save an on-demand clip, get a link   replaycore.clip.save (own) / .others
/replaycore start|stop [player]        Manual clip start / stop             replaycore.clip.start|stop (own) / .others
/replays [player] [page]               Browse replays in-game               list nodes (below)
/replaycore status|version|reload      State / version / reload             replaycore.admin
/replaycore forcestop|forcestart       Emergency stop / start               replaycore.admin.forcestop
/rcsetup                               Guided setup                         replaycore.admin
/rcmenu open <name>|list|reload        Owner-built menus                    replaycore.admin
Permission nodes
replaycore.clip.save             Save a clip of your own gameplay     everyone
replaycore.clip.save.others      Save a clip of another player        op
replaycore.clip.start / .stop    Manual clip of your own gameplay     everyone
replaycore.command.list.self     Browse your own replays              everyone
replaycore.command.list.others   Browse other players' replays        op
replaycore.admin                 All admin actions + staff archive    op
replaycore.admin.forcestop       Emergency force-stop / force-start   op
replaycore.exempt                Exclude holder from recording        false
replaycore.view.staff            Receive staff-visible archives       false

Proxy command names, nodes and messages are fully configurable. LuckPerms 5.0+ is used when present, otherwise native Bukkit permissions.

ReplayCore section 12

A big part of ReplayCore is integration, and we are investing heavily in our developer API to make building on top of it as easy as possible. A public REST API and an open-source, dependency-free Java SDK (Java 8 and above, published on JitPack) let you list and search replays, manage clips and add timeline markers straight from your own plugins.

If you believe our developer API is missing a feature you need, get in touch and we will look at adding it.

Repository and documentation: github.com/forgevector-software-limited/replaycore-java-sdk

ReplayCore section 13

ReplayCore is releasing in open beta after extensive internal testing. It is stable, operational and secure. Some newer features are still limited while we complete them.

It is engineered so a fault can never take your server down. The recorder is built from independent modules, each wrapped so that if it starts to error it switches itself off instead of spreading the problem. In-flight recordings are protected against crashes so they are not lost. There is also a local emergency off-switch: /replaycore forcestop disables recording on that one server and /replaycore forcestart turns it back on, without touching the rest of your network.

If you find a bug, our team responds quickly and credits any time you lose. Development is active and daily, and fixes ship fast. Early adopters are looked after with additional limits and credit while the platform settles.

In progress: full account management in the browser, and in-game replay viewing. Both are close, but not yet stable enough to release.

ReplayCore section 14

Buying here gets you the Starter plan:

  • £8.99/month (about $11.99). No VAT.
  • 5 server instances, 3 team seats
  • 25 GB cloud storage, 7-day retention
  • Standard quality, clip export, the Designer and public share links
  • Email support

How your licence works: each purchase is a 30-day licence, counted from the moment your licence is activated, not from the day you buy. After 30 days the licence is disabled unless you renew.

Free plan: you can now try ReplayCore using the completely free plan. It is designed so you can set up the plugin, test the dashboard, open real browser replays, and see whether ReplayCore fits your server before upgrading.

Other plans: Pro and Enterprise add more instances, storage, HD quality, role-based access and white-label. They are available on our website at replaycore.com.

What counts as an instance? One running Minecraft server with the plugin. A Hub, a Bedwars and a Practice server are three instances, whether they share one machine or each have their own IP. One licence covers your whole network.

Purchase Starter

Refer and earn

Run a network or make content? Join the partner programme. Share your link, your referrals get 10% off their first three months, and you earn 10% of their subscription for the same period. Joining is free and instant.

ReplayCore affiliate panel

Links and support

Test Servers

  • test-legacy.replaycore.com (1.8.8 Paper base, via versioning to all other versions).
  • test-modern.replaycore.com (1.21.4 Paper base, via versioning to all other versions).

Found an issue or have a question? Reach us on Discord or through the in-panel support and we will respond quickly.

Try ReplayCore Free

Demo pages and test servers can become outdated. The best way to view ReplayCore is by using the completely free plan, or by contacting our support team for more information.

ReplayCore is a product of ForgeVector Software Limited, registered in England and Wales (No. 17271764), ICO registered ZC171163. ReplayCore is independent and is not affiliated with or endorsed by Mojang Studios or Microsoft. Minecraft is a trademark of Mojang Studios.

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