Version

InvWalk

Lets you keep walking and using inputs while an inventory or container screen is open, by replaying your slot clicks on non-moving ticks so movement and interaction never share a packet.

Settings

Mode
Vanilla queues your clicks and briefly opens/closes the inventory server-side around the replay, spacing everything out with a stop buffer. It keeps a strict, fully vanilla interaction sequence but only works for your own inventory. Click drops the open/close packets entirely and just replays your clicks on a non-moving tick, so it works in any container (chests, menus) and only ever guarantees that you aren't moving on a click tick.
Vanilla → Stop Duration
Number of ticks of zeroed movement forced when you interact with your inventory. 0 sends the close packet in the same tick you fire off your click packet.
Vanilla → Start Delay
Number of ticks to wait after the module sends the open-inventory packet before it fires off the slot interaction packets. This stops you for longer before the actual clicks go out.
Click → Delay
Number of ticks movement stays pinned at 0 after a click drains, so walking never resumes on (or right after) a click tick. Re-armed each time fresh clicks are sent, so continuous clicking keeps you fully stopped. 0 lets movement resume the tick after the click.
Click → Cancel Open Inventory Packet
Drops the open-inventory achievement packet (C16) instead of letting it through. This mode only cares about clicks and doesn't stop you across the open, so the packet normally goes out while you're still moving.
Click → Instant Close
Off queues the close packet so it goes out on a tick where your movement is already zeroed, the same stop buffer your clicks get. On sends the close immediately and drops any clicks still queued, trading that buffer for a faster exit.

Sprint

Forces sprint to stay on whenever you're moving forward.

Sneak

Forces your sneak key to be pressed.

NoJumpDelay

Removes the brief vanilla cooldown between jumps, so holding the jump key causes you to jump continuously.

NoSlow

Cancels the movement slowdown vanilla applies while you're using items (blocking with a sword, eating/drinking, drawing a bow). Per-action multipliers let you tune how much slow remains.

Settings

First Tick Skip
Skips the slow entirely on the first tick of using an item, then lets vanilla slow take over.
Alternate
Pick which actions to alternate the no-slow on (Block, Consume, Bow). This is the Grim bypass. Hidden and ignored while First Tick Skip is on, which takes priority.
Block Forward
Forward speed multiplier while blocking with a sword. 0.2 is vanilla; 1.0 disables the slow entirely.
Block Strafe
Sideways speed multiplier while blocking with a sword. 0.2 is vanilla; 1.0 disables the slow entirely.
Consume Forward
Forward speed multiplier while eating or drinking. 0.2 is vanilla; 1.0 disables the slow entirely.
Consume Strafe
Sideways speed multiplier while eating or drinking. 0.2 is vanilla; 1.0 disables the slow entirely.
Bow Forward
Forward speed multiplier while drawing a bow. 0.2 is vanilla; 1.0 disables the slow entirely.
Bow Strafe
Sideways speed multiplier while drawing a bow. 0.2 is vanilla; 1.0 disables the slow entirely.

Safewalk

Manipulates your motion to prevent you from falling off edges. Any decent prediction anticheat will flag you for using this.

Settings

Air Safe
Also kicks in mid-air, not just on the ground.
Max Fall Distance
Drops up to this many blocks are considered safe and ignored.

NullMove

Normally, holding W and S (or A and D) at the same time makes you stop. With this on, you keep moving toward whichever key you pressed last, so you can switch direction instantly without letting go of the other key.

InstantStop

Let go of the movement keys and vanilla bleeds your speed off over the next several ticks, carrying you past where you stopped steering. This spends the first key-free tick pressing the other way instead, which cancels the momentum outright.

Only that one tick is spoofed; the next tick is yours again, so holding a key straight after the release moves you normally.

Settings

Only On Ground
Skips the counter-tap while you're airborne, where the reversal barely bites and only costs you air control.
Disable When Flying
Skips the counter-tap while creative flight is on. Flight already stops you the moment input ends, so there is nothing left to cancel.

AutoJump

A sprint jump gives you a shove forward, and you hold onto your speed better in the air than you do on the ground. So the more often you get to jump, the faster you move. A low ceiling or a staircase both cut a jump short, which brings the next one around much sooner.

This taps jump for you on exactly those spots. It checks the jump before taking it, so it stays quiet on open ground and leaves out anything that would only bump you into a wall and cost you your sprint.

Settings

Triggers
Which spots to jump on. Head Hitter is a ceiling low enough to knock your head, like a two block gap. Stair Boost is ground that rises in front of you, like a staircase.
Predict Ticks
How short a jump has to be before it counts as worth taking. Lower is pickier and keeps only the fastest ones; higher takes more jumps for a smaller gain.

Timer

Multiplies the game's tick rate so everything runs faster or slower than real time.

Settings

Speed
Tick-rate multiplier. 1.0 is vanilla, 2.0 doubles the speed, 0.5 halves it, 0.0 freezes time. Anything above 1.0 is easily detected by any anticheat.
Speed < 1.0 → Entity Updates
Keeps other entities updating in real time even while your local timer is slowed.
Speed = 0.0 → Catchup
When Speed is at 0 (frozen), 'banks' the missed time and replays the catch-up ticks rapidly when you unfreeze. This is fully vanilla, mimicking the max of 10 ticks of catchup that happens when your game is frozen.

TimerHop

While a player is near, slows the games timer until you jump, replaying all the frozen ticks at once.

Settings

Max Extra Ticks
Most ticks a single jump is shortened by. Each tick lands you 50 ms sooner. Capped at a bank of roughly 120 ms plus your ping, so values past that only matter at higher ping.
Engage Range
Distance (in blocks) a player has to be within for jumps to be shortened and for the bank to fill.
Engage FOV
Cone (in degrees) in front of you that player has to be in.
Only Targeting
Only counts as engaged while KillAura or AimAssist has a target.
Weapons Only
Only counts as engaged while you're holding a configured weapon.
Bank Speed
Speed you run at on the ground while the bank fills.
Auto Jump
Sprint jumps for you while you close in on an engaged player from outside melee range.
Min Distance
Closest the engaged player may be for an auto jump.
Max Drop
Furthest (in blocks) an auto jump may land below where it took off. 0 only jumps onto level or higher ground.

Stasis

Freezes your movement by canceling physics, while still letting you use items normally.

Settings

Pause For Knockback
Lets incoming knockback play out for a few ticks instead of ignoring it, so anticheats see you take the hit on time, then re-freezes.
Pause For Knockback → Pause Ticks
How many physics ticks to ride an incoming knockback before re-freezing.
Pulse
Every few ticks, lets one tick of real physics through so you briefly move.
Pulse → Pulse Ticks
How many frozen ticks pass between each pulse (the brief real-physics tick).
Freeze Rotation
Sends as few rotation packets as possible - only your current rotation, right after a click.

AntiVoid

Saves you from the void. The moment you step off an edge with nothing but air all the way down, your outgoing packets are held back, so the server keeps you standing on the last solid block while you fall on your own screen. Once you've dropped far enough, a position well below the safe spot is sent through to trip the server's move-too-fast check, and the correction it sends back teleports you onto solid ground.

Settings

Distance
How many blocks you must fall below the safe spot before the save fires.

FireballBoost

Fireball jump on demand. On enable it finds the throw whose blast launches you furthest in the direction you're facing and turns onto it. It releases your movement keys (tapping the opposite key for a tick if you're sliding, like Instant Stop) so the throw leaves from a standstill, then throws and keeps the keys released until the server reads your position for the blast. Each throw is picked to work whichever tick the server reads, so it holds up across ping and jitter. It then turns itself off. You have to be on the ground to throw; if nothing in range gives a usable blast, it stays armed and throws the moment one does.

Settings

Auto Switch
Switches to a fireball in your hotbar for the throw. Off, it waits until you're holding one yourself. With no fireballs on enable, the module turns straight back off.
Rotation Speed
Degrees per tick the aim turns toward the chosen throw. 180 is effectively instant.
Optimize Vertical
Picks the throw that launches you highest instead of the one that carries you furthest where you're looking. Usually a throw straight down at your feet.
Jump After Throw
Jumps on the tick after the throw, so you're rising when the server works out the blast. That puts the blast lower relative to you and gives a noticeably stronger upward push.

45Walk

Sprint-W speed trick. While you're holding only the forward key, it spoofs your yaw ±45° so you move as if on W + A/D, which is very slightly faster. It stands down on the tick you jump off the ground, so your sprint-jump still goes where you're really looking, and on any attack or use press, so your hits land at the real crosshair.

Settings

Cooldown
Ticks to wait before re-spoofing after any non-jump skip (key down, queued click, or all WASD released).