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Configuring Signing Modes and Handling Servers That Require Signed Chat in No Chat Reports

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No Chat Reports gives you control over whether your chat messages carry cryptographic signatures, and understanding the signing modes and safety prompts is the key to using it well. Signatures are what make messages attributable to your Microsoft account and reportable, so deciding when to allow them is the heart of the mod.

What the Mod Changes

The mod strips cryptographic signatures from your messages. Without those signatures, messages cannot be tied back to your Microsoft account, and the Player Chat Reporting feature has nothing to work with. Because there are no signatures to check, secure chat cannot function alongside the mod.

Cycling Signing Modes

You can change your signing mode by left-clicking to cycle through the available options. The mode you land on determines how the client behaves when a server wants signed messages.

The Signing Modes

  • A mode that turns signing on the moment you join, matching what an unmodified client does.
  • A mode where nothing is ever signed and every server request for signatures is disregarded.
  • A mode for when signing is impossible — an offline account, or the client could not retrieve signing keys from Mojang's service.
  • A mode that leaves messages unsigned by default but shows a pop-up when the server insists, letting you turn signing on for that session only.
  • A mode like the prompt one, except signing switches on by itself the moment the server demands it, with no pop-up.

The Default signing mode setting decides which mode applies to servers that force or permit signing.

Reading Server Safety Levels

A safety status button in the chat screen shows how safe the current server is. Hovering it gives details, and there is a link to read more about server safety levels.

  • nochatreports — the server has the mod, or blocks reports another known way; chat is safe.
  • no reporting — reports are switched off here thanks to the mod.
  • secure — your messages cannot be reported; chat is safe.
  • unintrusive — unsigned messages are permitted and cannot be reported to Mojang, though vanilla clients still sign, label unsigned messages "Unverified", and hide them if "Only Show Secure Chat" is on.
  • insecure — every message must be signed, and signed messages can serve as evidence in a report.
  • client — the server lacks the mod and you have set it to require the mod on servers.
  • unknown — safety has not been determined yet; send a chat message to evaluate it.
  • undefined — evaluation failed, which should not occur and is worth reporting as a bug.
  • verified server — confirmed safe, either through the mod or another known anti-reporting measure.
  • Realms servers get their own warning: reports cannot be turned off, Mojang runs automated monitoring for potential "online harms" and escalates them to human review, and violations of the Community Standards can bring temporary or permanent bans from all multiplayer services. Encryption is strongly advised there.

Singleplayer and self-hosted LAN worlds are always safe for chatting.

Prompts and Warnings

When a server requires signed messages, a caution screen explains that signing may lead to a ban across multiplayer servers, likely because the owner left "enforce-secure-profile" enabled. Choosing Allow Signing enables signing for that session, and a checkbox suppresses the screen for the rest of the session. You can also pick the signing mode from the safety status button.

If a server refuses an unsigned message, a signing requested notice appears; change your signing mode or use the prompt screen to enable signing. A separate setting hides that notice. Other toggles hide the warning toast shown on servers with disabled enforce-secure-profile, and control whether the report button ever appears in the Social Interactions screen.

Encryption

Encryption hides message contents behind a secret key, and only holders of that key can read them. The Encryption line in the chat screen shows the current state; left-click cycles options and right-click opens configuration, or you can use the Encryption Settings screen. There you set a key or derive one from a passphrase, generate a random key, and pick an algorithm:

  • AES/CFB8+Base64R — standard symmetric option, 128-bit keys, roughly 30 percent longer messages that servers may truncate.
  • AES/GCM+Base64R — stronger, but much larger messages due to the initialization vector and authentication tag.
  • AES/ECB+Base64R — weaker than CFB but smaller, since no initialization vector is needed.
  • Caesar — a joke cipher; the key is an integer from 1 to 1024 and shifting works by character code for language compatibility.

Key validation reports Passed or Failed. With encryption active, holding the corresponding hotkey (set it in the controls menu) while sending keeps that one message unencrypted. Moderators may still mute or ban you for what looks like gibberish, so generate your own key and share it only through secure channels.

Other Controls

The mod's client-side functionality can be toggled off when joining certain Paper or Velocity servers that conflict with it; rejoining may be needed for the change to apply. A button for this can be added to the multiplayer menu, along with a config reload button. A verified icon can mark safe servers in the multiplayer menu, with adjustable offsets. You can also require the mod on servers, block joining servers without it, hide the various message indicators, disable telemetry, and configure server-side options such as demanding the mod from joining clients, the kick message shown to clients lacking it, and converting player messages into system messages, which carry no signatures and cannot be reported.