FastPlace
Removes vanilla's right-click cooldown so you can place blocks (or use items) up to the rate you set, with the clicks spread randomly across each second so the timing isn't a fixed rhythm.
Settings
- Uses/sec
- Target right-clicks per second while holding use. The second is split into equal windows and one click is placed randomly inside each, so the spacing comes out uneven instead of perfectly regular.
- Activate Delay
- Hold use this long before the speed-up starts.
- Skip Wasted
- Holds back the place while it couldn't do anything: a block in hand over air, a spot that's already taken, or a block that would land inside you or someone else.
- Only Blocks
- Only fast-places while you're holding a placeable block. With this off, the rate applies to any held item.
- Extra Items
- Widens the held-item gate: a listed item counts even when Only Blocks would reject it, and an empty hand can be listed too. With Only Blocks off the list decides on its own, by its whitelist/blacklist mode. Rows are picked in-game; the dashboard can't add them.
- Force Place on Condition
- Force a use every tick the conditions below are met.
- Force Place on Condition → Pitch (≥)
- The override only activates when your pitch is at least this value (looking down).
- Force Place on Condition → Consecutive Ticks Held
- Requires use to have been held for at least this many consecutive ticks before the override can fire. 0 disables the requirement.
- Force Place on Condition → Conditions
- Extra requirements the override must also meet, on top of the two thresholds above. Only Moving Backwards restricts it to ticks where you're holding back without forward - i.e. backward-bridging. Over Block restricts it to ticks where your crosshair is on a block, so the override doesn't fire when there's nothing to place against. On Ground restricts it to ticks where you're on the ground, or where simulating one tick ahead lands you on the ground.
FastBreak
Speeds up vanilla block breaking and edits the post-break cooldown so you can chain breaks faster.
Settings
- Only Tools
- Only runs while you're holding a tool or shears. With this off, both the speed multiplier and the break delay edit apply no matter what you're holding.
- Speed Multiplier
- Multiplier applied to the per-tick mining progress, 1.0 is vanilla speed; higher values mine faster.
- Break Delay
- Ticks to use instead of vanilla's 5-tick (~250ms) cooldown that runs between finishing one break and starting the next. 5 keeps vanilla, 0 removes it entirely.
- Break Delay → Always Decrease Delay
- Keeps shaving the cooldown even when you aren't mining, so the timer is already at zero the moment you start a new break instead of starting from full.
AutoWeapon
Switches to the best weapon in your hotbar when an enemy player comes within range in front of you, so your first hit lands with a weapon instead of blocks, a rod or a pearl. Best means most melee damage, Sharpness included, among the items your Weapons settings count as weapons. It does nothing while you already hold a weapon, while you're eating, blocking or drawing a bow, and with a screen open. It yields the hotbar to every module ranked above it in the slot priorities, such as Scaffold, Clutch or Attribute Swap.
Settings
- Range
- How close an enemy has to be, in blocks from your eyes to their hitbox, before it switches. Friends and players AntiBot hasn't verified are ignored.
- FOV
- How wide the cone in front of you is, in degrees. An enemy behind or beside you outside it does not trigger a switch.
- Delay
- How long an enemy has to stay in range before it switches, rolled fresh in this range for every engagement, in milliseconds. Keeps the swap from landing the instant someone walks into view.
- Require Mouse Pressed
- Only starts a switch while you're holding or clicking attack. A click within the last 200 ms counts.
- Cancel Weak Hit
- The server only applies a held item's attack damage on your next movement update, so a hit in the same tick as the switch lands with the old item's damage (Sharpness and Knockback already count) and still uses up the target's hurt window. This cancels that one hit when it would open the window, so the next click lands with the weapon's full damage one tick later.
- Switch Back
- Puts you back on the item you were holding once the fight is over. Off, the weapon becomes your held item for good.
- Switch Back Delay
- How long after the last enemy leaves range it switches back, in milliseconds, so the slot doesn't flip between exchanges. Picking a weapon yourself ends the hold at once.
AutoTool
When your crosshair lands on a tracked block, swaps to the best tool in your hotbar for breaking it. Optionally swaps back when you stop mining.
Settings
- Blocks Filter
- Which blocks the swap fires on. Whitelist means only listed blocks trigger it; Blacklist means listed blocks are ignored and everything else triggers. Ships with the bedwars set - wool, end stone, glass, planks, logs, clay, obsidian and packed ice - and an empty whitelist means every block. Rows are picked in-game; the dashboard can't add them.
- Only Sneaking
- Only swaps while you're holding sneak.
- Switch Back
- Restores your previous slot when you stop holding attack (left click) on the tracked block. With this off, you keep the swapped-to tool until you change slot manually.
- Delay
- Range (in ms) you must stay on the same block before the swap is allowed. Each new target rolls a fresh value inside this window. 0–0 disables the gate.
- Skip While Holding Weapon
- Leaves your slot alone whenever the item in your hand counts as a weapon, so mining never pulls you off your sword mid-fight. What counts is the Weapons list on the General page, not a fixed set.
Blink
Holds your network packets so your client and the server temporarily disagree about what's happening.
Settings
- Mode
- Outbound holds your client→server packets so the server keeps seeing you frozen at your blink position. Inbound holds server→client packets so your client ignores knockback, teleports, etc. Both holds in both directions.
- Outbound → Hold Block Packets
- Also holds incoming block/chunk updates while Outbound is active, so what you see locally doesn't change either. Replays them when the hold ends.
- Inbound or Both → Only Hold Physics Updates
- Restricts the held inbound packets to ones that affect movement (velocity, position, explosions, potions, etc.) and lets everything else through, so knockback is absorbed while the rest of the world keeps updating. Entities still move on your screen, and interacting with one that has moved is blocked, so the desync doesn't flag.
- Inbound or Both → Flush on Interact
- Flushes the held buffer the moment you interact (click on an entity etc.). Outbound mode always does this on its own.
- Max Hold Time
- Maximum time (in ms) packets can stay held before something is forced. ∞ means hold forever. At any finite value, the On Expire setting decides what happens when the timer runs out.
- Max Hold Time → On Expire
- What to do when Max Hold Time is reached. Disable turns Blink off and flushes everything. Re-Hold flushes the buffer and immediately starts a fresh hold. Replay flushes outgoing packets in real-time order rather than instantly.
- Disable on Fall
- Force-disables the module the instant you fall past 3 blocks and hit the ground.
- Disable on Block Place
- Ends the blink when you right-click a block, placing or interacting. Everything held is sent first, so the server has your real path before the placement.
- Disable on Block Dig
- Ends the blink when you start or finish breaking a block. Everything held is sent first, so the server has your real path before the dig.
- Show Timer
- Renders how long the current hold has been running, either in milliseconds or ticks. Off hides the readout entirely.
- Show Real Position
- How to show where the server still thinks you are. Off hides it. Draw puts a marker at your real (server) position, which you can customize in the Lag Indicator section. Fake Player spawns a client-side player model there instead.
LagRange
Holds outgoing packets when a target is within the range.
Settings
- Range
- Range (in blocks) for the target detection window. The module only locks onto a nearby player when the gap between you and them is closing (moving toward).
- Only Weapons
- Only arms while you're holding a configured weapon. With this off, any held item can trigger the hold.
- Yield to AutoBlock
- Stands down whenever AutoBlock is engaging a target: the module stops lagging and flushes so the block goes uninterrupted, then resumes once AutoBlock is done.
- Hold Physics
- Keeps incoming physics packets (velocity, position, explosions, etc.) in the buffer for the whole hold instead of letting them through. With this off, the first physics packet that reaches you during a hold flushes the buffer, so knockback lands on time.
- Block on Blink
- Instead of lagging the moment it finds a target, it blocks your sword first and starts lagging the tick after. The server then has your sword blocked for the whole hold, and only sees it come down when Max Hold Time is reached or the buffer flushes.
- Block on Blink → Chance
- Per-hold % chance to engage the block. Lower values mix unblocked holds in.
- Block on Blink → Max Range
- Upper distance bound for engaging the block. Range decides when to lag at all; this narrows which of those holds also block.
- Block on Blink → Unblock Ticks
- Range of ticks the spoofed block stays up before releasing. Each engaged hold rolls a fresh value inside this window.
- Max Hold Time
- Once held packets are this old, they start to release to the server. This creates a freeze, then steady movement, then a teleport from the server's perspective.
- Flush on Action
- Flushes the held buffer the moment you click (attack or use). Without it you can flag reach or hitboxes, since the server has enemies in a different place from the one on your screen.
- Flush on Fall
- Flushes the moment you fall more than 3 blocks and hit the ground.
- Recoil Time
- Cooldown (in ms) after a flush before the module is allowed to start lagging again. Prevents back-to-back holds.
TimerRange
Freezes your game while a target closes in, banking the time that passes, then plays the banked ticks back in one burst so you cover the gap before they can react. The burst is capped at what Grim's Timer and TimerLimit checks still allow.
Settings
- Range
- The lower bound is the distance the burst aims to bring you within. A player between the two bounds who a few ticks of your current input would reach starts a charge.
- FOV
- Width (in degrees) of the cone in front of you a target has to be in. You cannot turn while frozen, so only players you are already facing are worth charging at. Every player in the cone is considered, and the one the burst reaches soonest is chosen.
- Charge
- How time is banked before the burst. Freeze stops your game entirely and banks every tick. Run-up keeps ticking at a reduced speed instead, which looks less like a stall but banks far less: Grim's Timer check only lets a slowed client fall about one tick interval plus 120 ms behind.
- Run-up Speed
- Game speed while running up, as a fraction of normal. Lower banks more per tick.
- Ease In
- Time (in ms) the game takes to slow from full speed to the charge speed, so the stop looks smooth instead of sudden. Off stops at once. Ticks still run during the ease, so a long one banks a little less.
- Max Charge
- Longest a single charge may last (in ms). When it runs out, the module bursts as far as it safely can and stops charging.
- Ease Out
- Window (in ms) the release is spread over. Instant sends every banked tick in one frame, which is the teleport. Above that, Front Load ticks go out at once and the rest follow across the window.
- Front Load
- Ticks sent in the first frame of an ease out. Only that first frame can spend the whole bank; every later frame is limited to what Grim still allows, and anything it would not allow is dropped rather than forced.
- Ease Curve
- Linear spreads the remaining ticks evenly. Decay sends more of them early and tapers off.
- Max Burst
- Most ticks played back in one burst. Every 50 ms of freeze banks one tick.
- Cooldown
- Time (in ms) after a burst before the module may start another charge.
- Only Weapons
- Only charges while you're holding a configured weapon.
- Only When Hit Lands
- Only charges at a target whose hurt window will be open by the time the burst brings you into reach, so a charge is never spent running into a target that cannot take the hit yet.
- Require Line of Sight
- Only charges at targets you can see. Solid blocks between your eyes and theirs rule a target out; grass and flowers do not.
- Require Mouse Pressed
- Only starts a charge while you're holding or clicking attack. A click within the last 200 ms counts.
BlinkFall
Watches your trajectory and when it predicts you'll fall further than a threshold, holds your outgoing packets so the server thinks you're still up high. Flushes when you hit the ground, snapping you down on the server side without showing a sustained fall.
Settings
- Min Fall Distance
- Minimum predicted fall (in blocks) before BlinkFall engages. Falls shorter than this go through normally.
- Air Ticks
- Number of consecutive air ticks required before the hold actually begins.
- Max Hold Time
- Any packets older than this get released to the server. This creates a freeze, then steady movement, then a teleport from the server's perspective.
LegitScaffold
Holds sneak for you when you're about to walk off an edge while bridging, so you don't have to time it manually. Releases sneak when it's safe to move again.
Settings
- Pitch Threshold
- Minimum pitch (in degrees, looking down) for the module to engage. Below this you're not bridging, so sneak isn't forced.
- Conditions
- The state you have to be in for the module to sneak for you at all. Not Moving Forward only engages while you're not pressing forward (i.e. bridging backwards or sideways). Holding Blocks only engages while you're holding a configured block. Sneak Key Pressed only engages while you're already pressing sneak yourself.
- Edge Offset
- How close (in blocks) you can get to an edge before sneak engages. Lower = sneaks earlier and farther from the edge; higher = sneaks later.
- Unsneak Delay
- Time (in ms) sneak stays held after the edge clears, before releasing.
- Sneak On Jump
- Time (in ms) sneak stays held after a jump lands at the edge. 0 never sneaks while jumping.
- Ledge Place
- Lets you walk off the edge for the one tick Minecraft still counts you as grounded, then places the block under you on the next tick so you never fall. It only does this when your current aim and keys pressed would make that placement: it holds your block slot for the click, clicks for you if you weren't going to, and keeps your previous aim for that one tick if you've moved off the block. If your aim can't make that placement, it sneaks at Edge Offset as usual, and on the last tick at the latest.
- Ledge Place → RMB Down
- Only walks off the edge while you're physically holding right click. When you aren't, it sneaks at Edge Offset as usual.
- Aim Adjust
- Corrects a bridging aim that's a bit too high or too low. Once you place a bridge block yourself on the side of a block, it picks the pitch that keeps placing the most blocks ahead of you with the safest margin and holds it for the rest of the run, so you don't have to readjust. Moving your pitch by more than a few degrees, looking away so the held aim can't reach the next block, jumping, or stopping for about a second drops it, and your next placement starts a new run.
- Prevent Double Shifting
- Stops the rapid sneak/unsneak flicker by holding sneak across short gaps instead of releasing and re-engaging.
- Swap On Run Out
- Switches to another stack in your hotbar when the one you're bridging with gets low, so you don't stall mid-bridge.
- Swap On Run Out → Remaining
- Block count that counts as 'low' and triggers the swap.
- Swap On Run Out → Filter
- Which blocks the swap may move to, on top of the Blocks list. Whitelist means only listed blocks are swapped to; Blacklist means listed blocks are skipped. An empty whitelist means every block. Rows are picked in-game; the dashboard can't add them.
LegitBridge
Bridges the way a real player does: walks to the edge, sneaks to line up with the lane it's about to build down, then builds.
Settings
- Mode
- Godbridge stays flat and grounded, jumping when it must to prevent you from falling. Telly repeats a sprint jump, whipping the camera back over your shoulder to place under and behind you, so the bridge climbs a block each jump; it is straight-only for now.
- Rotation Reset
- How many ticks the spoofed bridging rotation stays committed before being released back to your real one.
- Sneak
- When the run-up holds sneak. Walk In sneaks from the moment it spots an edge. At Lip walks in at full speed and only sneaks for the lineup itself. Off never sneaks, leaving the lineup no slow-walk to be precise with.
- Sneak Ticks
- Extra ticks held at the edge after the lineup has passed, drawn fresh each approach, so the start doesn't look instant. 0-0 holds no longer than the lineup itself needs.
- Snap Speed
- How fast the camera turns onto the starting stance, in degrees per tick. The run waits for that turn before it places anything.
- Return Speed
- How fast your rotation returns back to your own view.
- Auto Switch
- Swaps to a slot containing blocks while active, restoring your previous slot when it ends.
Scaffold
Places blocks under you to bridge for you. If you're about to fall off, it jumps for you, which buys the room to place a block and catch you.
Settings
- Mode
- Godbridge aims behind you and places as you walk, so you keep moving where you want while on the ground. Telly sprint-jumps for every block: the jump tick faces where you're going so the boost carries you forward, and in the air it turns only on the ticks a block is due, onto the nearest shot from wherever the aim already is. Snap lets you sprint forward normally, holding the aim 45 degrees off where you're going so the sprint never breaks, and turns for a single tick to put each block down before turning straight back. A jump in Snap faces where you're going for that tick so the jump boost carries you forward. Godbridge and Telly fall back to each other when their own conditions don't hold: Telly acts like Godbridge on a tick you won't sprint, and Godbridge acts like Telly while you're off the ground.
- Rotation Reset
- How many ticks the spoofed bridging rotation stays committed before being released back to your real one. In Snap it is also how long the aim stays looking back mid-air after a block before it drifts back toward your camera.
- Turn Cap After Place
- The most the aim turns, in degrees, on the tick right after a block is placed, in every mode. A bigger turn then waits a tick, and so does the click or the jump that needed it. Some anticheats flag a big turn straight after a placement. 180 turns it off.
- Telly → Skip Cap On Keep-Y
- Turns Turn Cap After Place off for Telly while the bridge stays level, which is whenever you are not holding jump. A jump the cap holds back a tick starts from a slower run-up and goes noticeably shorter, so on a level bridge this keeps every jump full. On by default.
- Telly → Grounded Style
- How Telly aims on the ground ticks it isn't sprint-jumping, like when you walk without sprinting. Godbridge aims behind you the way Godbridge mode does, using Ground Aim. Snap cruises facing forward and turns for one tick per block, the way Snap mode does. Telly still owns its own jumps either way.
- Telly → Jump Angle
- How far off your travel direction Telly may face on its sprint-jump tick, up to 45 degrees. Facing a little to the side the blocks are on means less turning on every jump, but the jump boost then pushes you partly sideways, so Telly picks the keys that cancel it and steers you back in the air. Each jump uses its own angle up to this, less when you're already drifting that way. Costs a few percent of speed around 15 to 20, much more near 45. Off keeps the jump facing straight ahead.
- Auto Switch
- Swaps to a slot containing blocks when bridging starts, restoring your previous slot when you stop.
- Snap to Side
- Aims at a diagonal angle like a godbridger instead of straight behind you. In Snap, and in Telly's air aim, it keeps the direction you're going on the 8 grid directions.
- Telly → Require Sneaking
- Only jump to start a telly bridge when you're holding the sneak key alongside sprint. The sneak is kept out of your actual movement so it doesn't slow you down - it's only used as a trigger.
- Ground Aim
- How Godbridge aims while you're on the ground, and Telly too when its Grounded Style is Godbridge. Hold keeps one steady rotation across many blocks and only adjusts it slightly when it needs to, the way a player godbridging holds their aim. Per Tick re-aims every tick to whatever gets a block down right away, which always finds a placement but moves the aim constantly.
- Hold → Align Correction
- When the bridge is about to leave a gap that no block can be placed into (common on diagonals, where a cell touches the bridge only at a corner), briefly shifts your movement sideways so the next block has something to go against. Only steps in when nothing else would save the bridge.
- Edge Save
- What happens when you're about to walk onto a spot no block can reach. Sneak holds sneak for a moment so you stop at the edge. Instant Stop taps your movement the other way to kill your momentum instead. Either way the next block is built toward that spot and you carry on. If neither can hold you, it falls back to jumping (or freezing, with Freeze On Fall).
- Freeze On Fall
- Freezes physics to avoid falling under your bridge or moving out of range.
Clutch
When you're falling toward a fatal drop, places blocks under you to save the landing.
Settings
- Horizontal Speed
- Range (in degrees per tick) the rotation pulls horizontally toward the target block.
- Vertical Speed
- Range (in degrees per tick) the rotation pulls vertically toward the target block.
- Mode
- Spoofed sends the placement rotation only in the outgoing packet without moving your view. Real pulls your real rotation toward it like an aim-assist, so what you see matches what the server sees.
- Real → Return To Original
- After a successful Real-mode placement, pulls your view back to the rotation you had before the clutch started. Off leaves your aim where the placement put it.
- Minimum Ground Dist
- How far (in blocks) below you the ground must be before Clutch attempts to place blocks for you. Set to Void to only activate over a true void drop.
- Delay
- Ticks you must be in the air before Clutch attempts to place blocks for you.
- Rotation Reset
- How many ticks to keep the placement rotation active after placing. Lower values flicker, since the aim tries to return to your own rotation while there are still blocks left to place.
- Slot Reset
- Same idea for the hotbar slot: how many ticks to stay on the block before switching back to what you were holding.
- Max Blocks
- Cap on how many blocks Clutch will place per session. Set to None for unlimited.
- Behavior
- What the module does once a hit has put you on a bad landing. Auto Switch swaps to a slot containing blocks and swaps back after; with it off, Clutch only fires if you're already holding a configured block. Keep Y only ever catches you on the layer you were standing on. Jump To Save jumps when the knockback is about to walk you off the edge, buying the catch air time. Freeze On Fall holds physics still when the next move would drop you past the catch or carry the next block out of reach, and lets the planner count on those ticks; when a hit throws you too far or too fast to catch normally, it plans frozen ticks exactly where blocks go in, so the rest of the flight runs normally. Reset On Ground releases the rotation the moment you are standing safe again, rather than waiting out the rotation ticks.
- Behavior → Auto Switch Items
- Which items count as clutchable blocks for that swap.
- Behavior → Max Freeze Ticks
- How many ticks in a row Freeze On Fall may hold you still before one tick of real motion is let through, so a freeze can never strand you in the air indefinitely.
- Conditions
- When a fall is worth saving. Clutch only ever engages after you take a hit, predicts where the knockback carries you, and plans the blocks that land you before you get there. A fall into the void always counts. Only If In Time never tries a catch that cannot be finished in time, even when the fall would kill you; with it off, a lethal fall gets the closest-to-working attempt. On Fatal Fall engages on a drop that would kill you even when the ground is closer than Minimum Ground Dist.
- Render Chain
- Draws the run of blocks the clutch is about to place, in the order it will place them, so a long clutch shows the whole run rather than just the next step.
- Render Chain → Chain Parts
- Blocks draws the run itself. Route adds a marker that travels along the pending blocks toward the end, showing which direction the chain runs.
- Render Chain → Chain Color
- Tint for the whole preview. Opacity isn't adjustable here - the animation drives it, from how far down the chain each block sits to its fade as it lands.
- Render Chain → Chain Glow
- Additive bloom on the chain. 0 turns it off.
BedBreaker
Finds the nearest enemy bed within reach and breaks it for you, clearing whatever is defending it on the way in. The Mode setting controls how far past normal server limits it's willing to go.
Settings
- Mode
- Vanilla plans a path to the bed and mines every block along it in order, so the server only ever sees breaks you could have done by hand. It's the slowest and the only mode that stays inside vanilla rules. Outer clears the wall boxing the bed in, strongest block first, then digs the bed, spoofing your crosshair onto whichever block is the current target. Nuke aims straight through whatever is covering the bed and breaks it in place, which vanilla can't do.
- Only Tools
- Only mines while you're holding a tool or shears. With this off, it mines with whatever you're currently holding.
- Auto Switch
- Swaps to the best tool in your hotbar before mining and restores your previous slot when done.
- Delay Knockback
- While a bed is targeted, holds all incoming packets the moment you are about to take knockback. The hold only arms on that velocity packet, so nothing is held while you aren't actively taking knockback with a bed in reach. Releases and flushes the instant the bed actually breaks, or when the Delay elapses.
- Delay Knockback → Delay
- Maximum time (in ms) incoming packets stay held before being force-flushed.
- Overlay
- Draws what the module is doing. Both halves of the bed get a reticle, and the blocks it will break to reach them are outlined in the order they'll come down - only the ones it will actually break, so Outer shows just the block it's on rather than the whole ring. Break progress is drawn on the block currently being mined, and a plate above the bed shows the module's state, the current layer, the tool it picked, and progress on the current block as a percentage and a bar.
- Overlay → Glow
- Additive bloom on the overlay. 0 turns it off.
- Overlay → Effects
- Particles: chips off the block under the pick as you mine, and a debris burst when the bed breaks.
InvManager
Manages your own inventory while a GUI is open: equips armor, sorts items into the slots your layout gives them, and drops trash. What counts as a weapon or a block comes from the global Weapons and Blocks configs (Friends & Items page).
The layout is a list of rules edited in-game with the Layout button. Each rule names what it wants (items picked from the catalog, custom names like Golden Head, and built-in groups: Weapons, Pickaxes, Axes, Shovels and Building blocks) and which slots it claims, anywhere in the hotbar or the main inventory. A rule set to Fill each slot puts one stack in every slot it lists, best first; Any one slot is happy with a single copy in any of them. Rules higher in the list win contested slots and items, and a rule can also keep its slots empty or mark them hands off. BedWars and UHC presets load a whole layout at once. Chest Stealer steals into this same layout.
Settings
- Start Delay
- Requires the inventory GUI to have been open for this long before any automatic action (auto-armor, sort, cleaner) is allowed to fire. Rounded to whole ticks (50ms), so a value between two ticks lands on either side each time rather than always the same one.
- Skip While in Lobby
- Suspends every automatic action (auto-armor, sort, and cleaner) while the scoreboard shows you're in a Hypixel lobby.
- Auto Armor
- Equips the best armor piece from your inventory into each empty armor slot. Among candidates for a slot, the higher protection tier (armor reduction + Protection enchant level) wins.
- Auto Armor → Armor Delay
- Time between successive auto-armor clicks. Higher values space the clicks further apart; lower values equip faster. At or above one tick (50ms) it is rounded to whole ticks per click, so a value between two ticks alternates instead of settling into a fixed cadence. Below a tick the clicks stack into the same tick instead, and 0 equips a full set in one.
- Auto Sort
- Moves items toward the layout and consolidates split stacks of the same item. Within a rule, the row higher in its list wins, then the better copy: Sharpness for swords, Punch and Power for bows, material plus Efficiency and Unbreaking for tools, pile size for everything else. A copy already in place only gives way to one that genuinely beats it.
- Auto Sort → Sort Delay
- Time between successive sort clicks. At or above one tick (50ms) it is rounded to whole ticks per click. Below a tick the clicks stack into the same tick instead, and 0 finishes the whole arrangement in one. Bursts never use the double-click gather, which keeps a pickup and a shift-click out of the same tick.
- Override
- Stands down on any slot you change by hand: a hotkey swap, a click, a shift-click, a drag or a double-click. Sort, armor and cleaner all leave that slot alone until the inventory closes, so an item you put somewhere on purpose stays there. Dropping an item with the drop key does not count.
- Inventory Cleaner
- Drops items nothing wants: armor worse than what you wear, spare tools you already carry a better one of, weapons worse than your best, and anything no category or rule claims. Stacks the layout places are always kept, as are knockback items. A rule with Drop extras also drops copies beyond the slots it has. The Items list overrides these rules, in whichever direction its mode picks.
- Inventory Cleaner → Middle Click to Clean
- Only run the cleaner while you're holding the middle mouse button.
- Inventory Cleaner → Cleaner Delay
- Time between successive cleaner drops. At or above one tick (50ms) it is rounded to whole ticks per drop. Below a tick the drops stack into the same tick instead, and 0 empties every junk slot in one. Drops carry no packet ordering rule, so the cleaner bursts without any of the restrictions the sort and stealer bursts work under.
- Inventory Cleaner → Items
- One list, and the mode chip decides its job. Whitelist is a force-keep list: a listed item is never dropped, whatever the normal rules say. Blacklist is a force-drop list: a listed item is always dropped. Anything not listed follows the normal rules either way, so the two aren't opposites. Knockback items are kept in both modes. Rows are picked in-game; the dashboard can't add them.
ChestStealer
While a chest GUI is open, pulls the best items out of it one click at a time, ranking them the same way Inv Manager does (armor by protection, swords by Sharpness, bows by Punch/Power, tools by material plus Efficiency/Unbreaking) and only taking a genuine upgrade over what you already carry.
It reads Inv Manager's layout live: a stolen item lands straight in the hotbar slot its rule gives it, and a worse copy sitting there goes back into the chest in the same click. Anything else in that slot is left alone, and the item is shift-clicked in for the sort to place. With Inv Manager off, or for an item no rule names, it is shift-clicked into your inventory. Items matching no category are left alone.
Settings
- Start Delay
- Requires the chest GUI to have been open for this long before the first click fires. Rounded to whole ticks (50ms), so a value between two ticks lands on either side each time rather than always the same one.
- Stealer Delay
- Time between successive stealer clicks. At or above one tick (50ms) it spaces them out, rounded to whole ticks per click. Below a tick it stops spacing and starts stacking clicks into the same tick instead, so 25ms takes two items a tick and 0 empties the whole container in one. Bursts never use the double-click gather, which keeps a pickup and a shift-click out of the same tick.
- Skip While in Lobby
- Suspends stealing while the scoreboard shows you're in a Hypixel lobby.
- Require Label
- Only act on containers whose title contains one of the labels below. This is what keeps the stealer out of Hypixel shop and kit-selector menus, which are chests with their own names. Turn it off to opt in to every chest GUI.
- Require Label → Labels
- Titles the container has to contain one of, matched case-insensitively on a substring, so 'Chest' also covers 'Large Chest' and 'Ender Chest'. Defaults to the two storage names 1.7 and 1.8 have. The special label @empty matches a container with no title at all, which Hypixel sometimes gives its chests. An empty list matches nothing, so the stealer stays off every container while Require Label is on.
- Close After Stealing
- Closes the chest GUI on the next tick once a pass has nothing more to take.
- Close After Stealing → Close Delay
- Time between the sweep finding nothing left to take and the container actually closing. 0 closes on that same tick, behind the tick's own clicks; the 50ms default waits exactly one tick. Rounded to whole ticks (50ms), so a value between two ticks lands on either side across containers rather than always the same one.
- Items
- One list, and the mode chip decides its job. Whitelist is a force-take list: an item matching no category is normally left in the chest, and anything listed is taken anyway - though a listed sword still has to beat what you already carry. It ships with the valuable items that have no category of their own: arrow, diamond, iron ingot, gold ingot, bottle o' enchanting, emerald. Blacklist is a force-leave list: a listed item is never taken whatever it is, and everything else becomes fair game, junk included. Prefer holds nothing back either way, and only decides what gets taken first. An empty list leaves the whole container fair game in every mode. Rows are ranked, not just matched, so the item highest in the list is taken first; drag a row up to want it more. Rows are picked in-game; the dashboard can't add them.
Refill
Moves soups and splash potions from your inventory into the empty slots of your hotbar. Silent and Open do one refill when you turn the module on and switch it back off when done; Hover stays on and works inside an inventory you open yourself.
Silent and Open pick the order the way a hand moves a cursor: each next slot is the one nearest along the cursor's current heading, so the path flows across the grid, sometimes taking a nearly-as-close slot instead or brushing an empty one first. Each move's timing follows how far the cursor travels, with the pace drifting and the odd slower move. Clicks never share a tick, since two container clicks in one tick is a pattern anticheats flag.
Settings
- Mode
- Silent stops you for a moment and clicks without ever showing a screen. Open opens your real inventory, refills, and closes it. Hover never opens anything: with your inventory open, every refill item your cursor passes over moves into the hotbar on its own, checked every frame along the cursor's whole path, so a fast sweep across several slots moves all of them.
- Refill Soup
- Moves mushroom stew.
- Refill Potion
- Moves splash potions of Instant Health. Drinkable potions are never moved.
- Refill Potion → Non-Health Potions
- Also moves every other splash potion.
- Delay After Open
- How long the inventory is open before the first move, in milliseconds. It drifts down by up to 100 ms between runs so the wait isn't identical every time. In Hover, how long after you open your inventory hovering starts to move items.
- Delay Before Close
- How long the inventory stays open after the last move, in milliseconds, drifting down by up to 100 ms between runs.
- Speed
- How fast the simulated cursor moves between slots, in grid cells per tick before the drift. Moves are still never closer than one per tick.
- Smart Speed
- Times each move by how far the cursor travels to it, so neighboring slots go quickly and long jumps take longer. Off, every move takes the same time.
- Simulate Button
- Which mouse button the shift-clicks report. Either button moves the item; Left + Right switches between them almost every click, as a player using both does.
AutoHeal
Heals you from your hotbar: eats soup, or throws a splash healing potion. The module stays on; a heal starts when you press its Trigger key (bound in the in-game settings), or on its own with Auto. Pressing Trigger again while it is healing adds another heal, up to four. It switches to the item, uses it, and switches back.
Soup is used before potions when both are on, since it heals at once and needs no aim. Soup assumes a server where right-clicking a soup eats it instantly, as soup PvP servers do.
Settings
- Auto
- Heals on its own when your health drops to Auto Health.
- Auto → Auto Health
- Your health as a percent of its maximum, at or below which Auto heals once.
- Auto → Double Below
- At or below this percent of your maximum health, Auto heals twice in a row.
- Auto → Delay Before
- How long Auto waits after your health drops before it starts, in milliseconds, with Randomization's jitter on top.
- Auto → Delay After
- How long after a heal Auto waits before it can heal again, in milliseconds. It also covers a potion's flight, so a second potion isn't thrown before the first lands.
- Potions
- Throws splash potions of Instant Health from your hotbar.
- Potions → Aim
- Where the potion is thrown, with a silent rotation the server receives the tick before the throw. None throws wherever you are looking. Down throws at your feet. Predict simulates the throw and your own movement and picks the angle whose splash lands where you will be standing, so a potion thrown while sprinting still heals in full.
- Potions → Prevent Waste
- Skips a potion whose heal you are too close to full health to use: an Instant Health II restores 8 HP, an Instant Health I 4.
- Potions → Use Non-Health
- Also throws other splash potions, not only Instant Health.
- Soup
- Eats mushroom or rabbit stew from your hotbar, starting from the held slot and now and then passing one for a later one.
- Soup → Drop Bowls
- Drops the empty bowl after eating, so it doesn't fill a hotbar slot.
- Delay Between
- The gap between switching to the item, using it, dropping the bowl and the next heal, in milliseconds, with Randomization's jitter on top.
- Randomization
- How much drifting jitter goes on every delay, plus the occasional longer pause. 0 is exact timing.
MLG
When you're about to take fall damage, automatically places water, a slime block, a cobweb, or a ladder under you to break the fall.
Settings
- Min Fall Distance
- Minimum fall distance before MLG activates.
- Auto Switch
- Swaps automatically to the item needed to save yourself with.
- Pick Up Water
- After landing in the placed water, picks it back up.
- Pick Up Water → Pickup Delay
- Delay (in ms) between landing and starting the pickup attempt.
- Pick Up Water → Pickup Timeout
- How long (in ms) to keep trying the pickup before giving up.
- Start Aim Ticks
- How many ticks before the predicted impact MLG starts turning your rotation onto the landing spot, so you're already looking at it by the time it comes into reach.
- Rotation Speed
- Speed (in degrees per tick) the rotation pulls for the placement.
PearlCatch
Throws a pearl, then a fireball straight up so they intersect with eachother and your pearl lands.
Settings
- Max Pitch
- The shallowest pitch either throw is allowed to take. Straight up is always what it wants, since that puts the pearl where the fall cannot follow and leaves the fireball a straight line to chase up; this is only how far off vertical it may tilt to get the pearl out from under a ledge or ceiling, and the floor of the slider is what keeps both throws above you.
- Freeze
- Holds you in place from the moment the module arms until the catch teleports you.
- Freeze → Max Freeze Ticks
- How long the hold may last in total.
- Timeout
- How long either half of the sequence may take before the module gives up and switches itself off: turning onto the pearl throw, or waiting for a fireball aim that catches it.
- Rotation Speed
- Speed (in degrees per tick) the rotation pulls towards the intended angle to aim to.