Why VPNs are your moderation problem
Almost every headache a Minecraft moderator deals with rides an anonymized connection: the banned player who rejoins thirty seconds later, the alt accounts farming your economy, the griefing crew cycling through residential proxies, and the bot attacks launched from cheap datacenter ranges. IP bans are useless against someone who can change IPs faster than you can click. The fix is classifying the kind of IP, not chasing individual ones.
How Arvoris AntiVPN works
- Real-time classification — every connecting IP is checked against continuously updated VPN, proxy, and datacenter-range intelligence the moment it arrives at the edge PoP.
- Non-blocking by design — the verdict is computed alongside the join, not in front of it. Clean players never wait on a lookup; plugin-based AntiVPNs that call third-party APIs add 100–500 ms to every single join.
- Three enforcement modes — flag (log only), challenge (detour through CryoLimbo verification), or block with your own disconnect message. Configurable per network.
- Edge-cached verdicts — one query per unique IP, not per join, so quotas stretch much further than raw join counts suggest.
- Works with real IPs — verdicts are made on the true client address (we're the proxy), then that same real IP is delivered to your backend via PROXY protocol.
Bundled into every plan
AntiVPN isn't an upsell — every Arvoris network includes monthly query volume: 1,000 on Free, 75,000 on Budget, 250,000 on Essential, 500,000 on Value and 1,000,000 on Enterprise. Need more? Top-ups are a flat $10 per 1,000,000 queries in the panel — no tiers, no calls. Full plan comparison here.
AntiVPN vs. antivpn plugins
Server-side AntiVPN plugins have two structural problems: they act after the connection has consumed a slot on your hardware, and they depend on synchronous lookups to external APIs that add latency to every join and fall over during exactly the bot floods they should protect you from. Because Arvoris classifies at the edge — on the same infrastructure running your DDoS mitigation — enforcement happens before your server ever sees the connection, at any scale an attack can throw at it.
AntiVPN questions
Does AntiVPN slow down player joins?+
No. Detection is non-blocking: the lookup runs alongside the join instead of holding it hostage, and results are cached at the edge. A plugin doing a synchronous HTTP lookup to a third-party API adds 100–500 ms to every join; Arvoris adds none.
What happens when a VPN is detected?+
Your choice, per network: flag (log it and let them in), challenge (route them through CryoLimbo verification before they touch your backend), or block (with a configurable disconnect message).
How many queries do I need?+
One query per unique IP, cached — not one per join. A 100-player community server typically uses a few thousand queries a month. Free includes 1,000, Budget 75,000, Essential 250,000, Value 500,000, and top-ups are $10 per 1,000,000 if you need more.
Will it false-flag players on mobile networks?+
Mobile carrier ranges are classified as residential, not datacenter, so ordinary players on phone hotspots pass. The risky gray zone — residential proxy services — is exactly what the detection data is built to catch.
Can I use Arvoris AntiVPN without the DDoS protection?+
AntiVPN ships as part of every Arvoris network, including the free tier — so the honest answer is: create a free network and you have both. There's no separate API product today; if you need raw API access at volume, talk to us about Enterprise.
Create a free network and AntiVPN is live on your server in five minutes — 1,000 queries a month included, no card.