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Those players are likely using out of date hacks.
Most of the hack reports are about building, hitting barrels with rocks and attacking critters with stone hatchets. Mostly harmless in my eyes. I figure it's a concern once it starts reporting player on player.
https://rust.facepunch.com/blog/devblog-162/
I've added a bunch of additional server side checks to counter various exploits and hacks. The deploy time when switching weapons is now verified on the server, and medical tools can no longer bypass their cooldown by stripping the animation from the client. Various RPC calls now have additional checks in place to prevent invalid interactions, and player hack reports are finally also logged on the server so server owners can keep track of them. On top of that any violation of server side checks is now logged to EAC so it can be used by us when investigating hack reports. A false positive in our speedhack detection, that could incorrectly snap players back when sliding down the sides of mountains, was fixed.
Could be something else, but since it's specifically triggering the updated hack logging, I doubt it.
There's one guy who's logged a lot of hours and he seems to be the one that gets the most hack reports. But he doesn't seem to use an aim bot. Or his aim is so terrible that it doesn't help. Only managed to get one hit on my naked a$$ with a bolt and it hardly did any damage. The rest of the shots kept zipping by my head. Or maybe he's a really good shot and they were just warning shots. Who knows. I'll try triggering some air drops to draw him out and keep an eye on him.
And thinking back. When I was getting the hack reports on myself it was when I was running Oxide. And everyone was getting hack reports. I'm guessing the plugins were causing conflits. Or maybe a config I set was screwing something up. I think I removed it fully. Or if I remember right the monthly wipe kills Oxide, so it shouldn't be doing anything screwy now.