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.
- 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.
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.
RightClicker
Automates right-clicking while you hold the button down.
Settings
- Mode
- Picks the click pattern. Custom replays a pattern you click out yourself: hit Start Recording and every right-click press and release is stored as a hold/gap timing, then replayed on a loop while the module is on.
- Jitter or Butterfly → CPS
- Clicks-per-second range, re-rolled between the two ends on every click. Custom ignores it and uses your recorded timings instead.
- Only Blocks
- Only fires while you're holding a placeable block. With this off, it autoclicks for 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.
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.
- 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.
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.
- Prevent Double Shifting
- Stops the rapid sneak/unsneak flicker by holding sneak across short gaps instead of releasing and re-engaging.
- Sneak On Jump
- Time (in ms) sneak stays held after a jump lands at the edge. 0 never sneaks while jumping.
- 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.
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 it has decided to save the fall. 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. Predict Slide keeps the placement running through the few ticks knockback keeps you sliding along the ground, instead of cutting out the moment you land. Keep Y locks the placement layer to where you were when Clutch engaged, so it can't gain you height. Jump To Save jumps when you're about to walk off the block you're standing on into a drop past the minimum ground distance. Freeze On Fall holds physics still so you can't fall under your own clutch or drift out of range. Reset On Ground releases the rotation the moment the module commits that you're done sliding, 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
- Whether the fall is one worth saving. Only On Velocity waits for knockback, so a plain drop with no hit behind it won't trigger anything. Only If In Time skips the save when the chain of blocks can't be finished before you fall past it - each block costs a tick and you keep falling while it goes down, though Freeze On Fall buys it Max Freeze Ticks of held height. Those two narrow what counts as a fall worth saving; On Fatal Fall widens it instead, firing on a drop that would actually 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.
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 hands your real rotation back on the ticks you sprint, so you can sprint-jump where you're actually looking, and aims behind you the rest of the time. Each falls back to the other when its 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.
- Type
- Normal is the standard bridging engine. Legit replaces it with one that builds the way a player does: it walks up to the edge, sneaks to line itself up, then repeats the same jump over and over. Each jump sprints off the edge, whips your camera back over your shoulder and places blocks under and behind you as you fall onto the next step, so the bridge climbs a block every time. It takes over your rotation, movement and clicks completely, so Y Mode, the rotation speeds, Delay, Ground Ticks, Snap to Side, Require Sneaking and Freeze On Fall stop doing anything and are hidden while it is on. Only available in Telly mode.
- Y Mode
- Off bridges at whatever Y you're currently at. On locks placements to the Y you started at when you jumped. Dynamic switches between the two: while you hold jump on the ground it bridges at your current Y, and otherwise it keeps the starting Y. Legit ignores this and picks its own level for each jump.
- Horizontal Speed
- Range (in degrees per tick) for horizontal rotation pull.
- Vertical Speed
- Range (in degrees per tick) for vertical rotation pull.
- Rotation Reset
- How many ticks the spoofed bridging rotation stays committed before being released back to your real one.
- Telly → Delay
- Range of ticks to delay action after you jump and leave the ground. Rolls per jump. 0–0 disables the delay.
- Telly → Ground Ticks
- Range of ticks Telly stays grounded between jumps. Each cycle rolls a fresh value inside this window.
- Telly Legit → Sneak Ticks
- The fewest ticks Legit keeps sneaking at the edge before it starts jumping. A fresh value is rolled inside this window each time it walks up to an edge. The sneak is what lines you up with the lane you're about to bridge along, so holding it a little longer stops the start looking instant.
- Auto Switch
- Swaps to a slot containing blocks when bridging starts, restoring your previous slot when you stop.
- Snap to Side
- Off aims straight back along the way you're moving, which is smooth and follows your facing. On snaps that angle to the 45° grid and leans onto the diagonal corner for the classic godbridge look. In Telly, if the side it picked goes out of reach mid-air, it falls back to a straight-back aim for the rest of that jump rather than flipping to the other side, then tries again once you land.
- 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.
- Freeze On Fall
- Freezes physics to avoid falling under your bridge or moving out of range.
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.
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.
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.
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.
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.
InvManager
Manages your own inventory while a GUI is open: equips armor, sorts items into preferred hotbar slots, and drops trash. What counts as a weapon or a block comes from the global Weapons and Blocks configs (Friends & Items page); every other category - armor, golden apples, projectiles, fishing rod, buff potions, pearls, tools - is worked out automatically from the item itself. 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
- Routes each category into its preferred hotbar slot. Within a category the best copy wins: Sharpness for swords, Punch and Power for bows, material plus Efficiency and Unbreaking for tools, Protection for armor. Set a category's slot to Off to leave it alone.
- 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.
- Inventory Cleaner
- Drops items not matched by any category, plus armor worse than what you already wear and weapons worse than the one you've equipped. 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.
- Weapons / Blocks / Golden Apple / Pearl Slot
- Preferred hotbar slot (1–9) for the corresponding category.
- Pickaxe / Axe / Shovel / Shears Slot
- Preferred hotbar slot for each tool category. The best tool wins. A tool that's in your Weapons whitelist is treated as a weapon instead and doesn't compete for the tool slot.
- Projectile & Rod Slot
- Preferred hotbar slot for snowballs, eggs, fire charges, and the fishing rod - they all share one slot.
- Projectile & Rod Slot → Prefer
- Decides which kind wins the slot when your inventory holds both: 'Projectiles' keeps a snowball/egg/fireball in the slot and only falls back to the fishing rod when no projectile is available; 'Rod' does the inverse.
- Bow Slot
- Preferred hotbar slot for bows. The best bow wins, weighed by enchantments: Punch counts twice as much as Power.
- Knockback Item Slot
- Preferred hotbar slot for any item carrying the Knockback enchantment. While set, a knockback item overrides every other category (a knockback sword goes here, not the Weapons slot) and the cleaner never drops it. When off, those items keep their normal category.
- Buff Slot
- Preferred hotbar slot for any beneficial drinkable potion: speed, jump-boost, regeneration, instant-health, strength, and invisibility.
- Water / Lava / Bucket Slot
- Preferred hotbar slot for the water bucket, the lava bucket, and the empty bucket respectively. Milk buckets are not routed.
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 hotbar layout live: a stolen item lands straight in its category's slot, and whatever was sitting there goes back into the chest in the same click. With Inv Manager off, or for a category set to Off, the item is shift-clicked into your inventory instead. 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. 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.
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.