Open-source project
Aizistral-Studios/No-Chat-Reports avatar
Aizistral-Studios/No-Chat-Reports

No Chat Reports strips the signatures Minecraft 1.19 added to chat

Disable Player Chat Reporting and make user messages untrackable.

1,018 stars97 forksJavaWTFPL

At a glance

What is it?
No Chat Reports is a Minecraft mod that removes the cryptographic signatures attached to chat messages and disables Player Chat Reporting, on the client, the server or both. It is built for players who want their messages untraceable and for server operators who want to protect their community, and it deliberately does not fight servers that enforce signing.
Who is it for?
Adopt No Chat Reports if you run a server whose players want their chat untraceable, or if you are a player who refuses to hand over a public key to a server you do not control, because the mod is built around exactly that boundary and it works on the client alone. Do not adopt it as a way around a server that enforces secure chat, since the author states plainly that the mod stays effective only while the server allows it.
Can I use it commercially?
Yes. WTFPL is a permissive licence: you can use, modify and sell software built on it, as long as you keep its copyright and licence notices.
Is it still maintained?
Yes. The repository last received commits 23 days ago.
What is it written in?
Mainly Java, according to GitHub's language statistics.

Answers come from the project's GitHub data, last synced on October 23, 2026, and from our analysis. They are not legal advice.

Editorial analysis

What the mod removes: the signature on every chat message

Since Minecraft 1.19, the client attaches a cryptographic signature to every chat message it sends. The signature is produced with a key pair tied to the account, and it is what allows a message to be attributed to a specific player later on. No Chat Reports strips that signature, and the project states the result plainly: it becomes impossible to track and associate your messages with your Minecraft client, and by extension with your Microsoft account.

From 1.19.1 onward the mod also disables Player Chat Reporting, the in-game feature that lets a player or moderator submit a chat message to Mojang for review. Disabling the signature and disabling the report path are related but separate effects, and the mod does both depending on which side it is installed on.

The audience is therefore two-sided. Players who do not want their chat tied to an account install it locally. Server operators who want to protect the people on their server install it server-side, sometimes alone. The mod is published on CurseForge, Modrinth and GitHub under the WTFPL licence, and the source lives in a Gradle project with separate forge, neoforge and src directories.

Three placements: client only, server only, or both sides

The behaviour changes with placement, and the project documents three cases precisely.

Client only: the client refuses to send the account public key to the server, and signatures are stripped from outgoing messages. Because there is no proof that a message came from the account, reporting it is pointless. The server still relays the messages, unless the server itself refuses them, which is the case by default since 1.19.1.

Server only: clients keep attaching signatures, but the server strips them before relaying to other players, so chat reporting does not work for anyone who joins. The server can also convert player messages into system messages, which hides the unsigned status from players who do not have the mod installed.

Both sides: signatures are stripped on the client before sending, the server does not attempt to verify them, and chat reporting along with Only Show Secure Chat stop functioning. Players are told that those features are disabled by the mod when they try to use them.

A server operator can also require the mod on the other side, so that clients without it are refused entry, or leave the server-only setup as it is.

Version edges at 1.19.1, 1.19.3 and 1.20.2

The project is unusually specific about which version behaves in which way, which makes it much easier to reason about than most mod documentation.

On 1.19.1 and 1.19.2, a server that requires signed messages blocks you from joining, unless you agree to send signed messages. No Chat Reports shows a warning screen for that decision. From 1.19.3 upward you can still join such a server, but chat related commands stop working while other commands keep functioning. That is a quiet degradation rather than a clean rejection, and it is worth knowing before you install the mod on a server you regularly use.

The other edge is 1.20.2. From that version, the server can no longer turn off the unsigned messages warning on the client. The only way to suppress it is for the client to have No Chat Reports, or a similar mod, installed. For server owners this means the warning is a client side artifact, and the option of turning it off server side has been removed upstream.

The repository default branch is named 26.3-Unified, and the latest tagged releases listed in the project are the Report Debug Tool builds RDT-1.19-v1.1.0 from 2022-11-19 and RDT-1.19-v1.0.0 from 2022-08-05. The last push to the repository was on 2026-09-30.

Installing the mod on Fabric, Forge and NeoForge

There is no command to run here, and the project does not give one. Installation is a file download: No Chat Reports supports both Fabric and Forge, and the instruction is to download the version matching your modloader and your game version. The badges in the project point to CurseForge and Modrinth as the download sources, and the repository itself is mirrored on GitHub and GitLab.

After installation, the mod writes its settings into a NoChatReports subfolder of the default config folder, and the four files are named like this:

bash
NCR-Client.json
NCR-Common.json
NCR-Encryption.json
NCR-ServerPreferences.json

The first holds client side settings, the second holds server side settings, the third holds chat encryption settings and is only effective on the client, and the fourth holds per-server signing modes. That last file is what lets you apply different behaviour to different servers rather than one global switch.

If you install the mod on the client, it also disables Telemetry, in the same way the separate No Telemetry mod does. If you run the mod on a server, the documentation points at a wiki page on protecting server players for checking that the server is configured in a compatible way.

What the four config files actually control

The configuration surface is small and split by audience rather than by feature. NCR-Client.json stores client side settings, so a player who installs the mod can decide locally how it behaves. NCR-Common.json stores server side settings, which is where the choice to demand the mod on the other side lives, alongside the option to convert player messages to system messages so that clients without the mod do not see them as Not Secure.

NCR-ServerPreferences.json holds per-server signing modes, so a client can treat one server differently from another, which matters for players who move between servers with different attitudes toward chat signing.

NCR-Encryption.json holds chat encryption settings and is only effective on the client. The project treats encryption as a separate topic with its own explanation and video, and the wiki carries a page titled To Encrypt or Not to Encrypt, which suggests the author considers the trade-off decision worthy of a page rather than a config toggle.

The one server side switch that is not inside these files is the vanilla option in server.properties, which decides whether unsigned chat is accepted at all:

bash
enforce-secure-profile

The documentation states that this option is set to true by default since 1.19.1, and that when it is, the server will not relay unsigned messages.

Why the author refuses to integrate client side exploits

The project draws an explicit line, and it is unusual to see a mod document a line it declines to cross. The author mentions Guardian and certain other exploits that can counteract reporting systems on the client against the will of the server, and says plainly that integrating them is a conscious choice not to make. The stated principle is that No Chat Reports will only remain effective on the client side if the server allows it to be, and the conclusion offered to players who dislike servers enforcing chat signing is simply to not play on them.

That decision has visible consequences. On a server with enforce-secure-profile set to true, a client install does not get you past the wall. The mod removes the signature and the report path, and then stops there. A tool that instead bundled the exploit would behave differently, and the author names the difference without needing to describe the mechanics.

The second warning in the same paragraph is about impersonation rather than behaviour. Plugins exist that borrow the name and icon of No Chat Reports, and the author says plainly that they did not write them and cannot say how well they work. For an operator choosing software for a server, that is a reason to match the repository rather than the name on a plugin list.

For developers of other server software, the project also documents a mechanism for making clients with No Chat Reports installed recognise such servers as safe, described in a wiki article on getting safe server status.

Where the mod stops working

Three limits are worth stating plainly. The first is server enforcement, already described: a server that requires signed messages keeps refusing or degrades the session, and the client install cannot override that. The second is the missing exploit integration, which is a limit by choice rather than by capability.

The third is what the mod does not claim to cover. Chat encryption is a separate setting, and the documentation points to a dedicated video and a dedicated wiki page for it, which means the default behaviour of the mod is not to encrypt messages. Whether a given server treats a message as reportable depends on the signature and the report path, and nothing in the project promises to hide the content of what you type.

The project also carries a wiki page titled I Got Banned!, which is worth reading before installation, and a page on The Realms Question for the specific case of Realms servers. The existence of both suggests the author has seen the mod used in situations where the server operator had a different view of it than the player, and the documentation addresses that rather than leaving it out.

Finally, the release tags in the repository are old relative to the last push, since the two listed releases date from 2022 while the last push was on 2026-09-30. The project is not archived, but the release history is not a reliable guide to what the current source contains.

Editorial conclusion

Adopt No Chat Reports if you run a server whose players want their chat untraceable, or if you are a player who refuses to hand over a public key to a server you do not control, because the mod is built around exactly that boundary and it works on the client alone. Do not adopt it as a way around a server that enforces secure chat, since the author states plainly that the mod stays effective only while the server allows it. Before enabling anything, read NCR-ServerPreferences.json and NCR-Common.json, and check the enforce-secure-profile value in server.properties, because that single option decides whether unsigned chat still reaches players.

Frequently asked questions

Does No Chat Reports work on a server that enforces secure chat?

The project states that No Chat Reports stays effective on the client side only if the server allows it, and that it does not integrate exploits built to counteract reporting systems against the will of the server. A server with enforce-secure-profile set to true in server.properties will not relay unsigned messages.

Which modloaders and game versions does No Chat Reports support?

The documentation states that the mod supports both Fabric and Forge, and that you download the version for your respective modloader and game version. The repository also contains a neoforge directory alongside forge.

What happens if I install No Chat Reports on the client only?

The client refuses to send the account public key to the server and strips signatures from the messages it sends, so those messages carry no proof of origin. The server will still relay them unless enforce-secure-profile is set to true, which it is by default since 1.19.1.

Can a server require that every joining client installs No Chat Reports?

Yes. The documentation says the mod can be configured to demand itself to be installed on the respective other side in order to play, so a server-only install can refuse clients that lack the mod.

Official sources

  1. Aizistral-Studios/No-Chat-Reports on GitHub
  2. License: WTFPL
  3. Project website
  4. README
  5. Releases
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