Version

AntiBot

Works out which entities are real players. Every module that targets entities checks here first.

Settings

Filters
Checks an entity has to pass to count as real. Position Check requires it to have moved at least once. Have Been Visible requires it to have never been invisible. Only In Tab requires the player's name to be in the tab list, and only filters players. Name Checks marks players with bot-like names as fake. Changing any of them re-runs the checks on everything from scratch.
Ticks Existed
Minimum number of ticks an entity must have existed before being verified.

NoHitDelay

Removes the hit delay added in 1.8 that causes a miss hit to inflict 10 ticks of attack and block interaction cooldown.

NoJumpDelay

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

NoUseDelay

Removes the post-use stall after eating food or drinking potions. The higher your ping, the more impact this module will have on you.

Settings

Mode
Vanilla releases the use key for you once the timer ends, so you can't use the item again until the server's slot packet lands. Remove clears the item-in-use state locally instead, with nothing sent, so the next consumable starts instantly with no visible release-and-rehold.

Freeze

While the keybind is held, stops the game processing anything at all, so it looks exactly like a real FPS freeze.

AutoText

Sends a configured chat message when the keybind is pressed.

Settings

Text
The chat message to send. Slash-prefixed text runs as a command exactly as if typed.

Sprint

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

Sneak

Forces your sneak key to be pressed.

NullMove

Holding two opposing movement keys cancels them out in vanilla and you stop dead. This keeps you moving on whichever key of the pair you pressed last, so W+S walks forward if W came last and backward if S did, and A+D the same sideways.

Only the axis with both keys held is touched, and a spoofed rotation is accounted for, so you still move the way you meant to.

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.

FullBright

Pins the game's gamma to the maximum possible value.

FOVChanger

Locks your effective FOV to whatever you've set in vanilla options, bypassing the dynamic FOV multiplier vanilla applies for sprint, bow-draw, and speed potions.

Zoom

Hold-to-zoom, like Optifine. While the keybind is held, narrows the FOV for a magnified first-person view.

Settings

Zoom Multiplier
Multiplier applied to the base zoom FOV. Higher values shrink the FOV further (more magnified); lower values bring the zoom closer to normal.
Scroll to Zoom
Scroll the mouse wheel while holding the zoom key to adjust the zoom FOV. Releasing the key snaps it back to the Zoom Multiplier.
Smooth Camera
While zoom is held, scales mouse input down to reduce camera jitter.

HitColor

Recolors the red flash the game tints living entities with when they take damage, so your hits show up in any color and opacity you pick.

Settings

Color
The tint color and opacity applied to a damaged entity. The alpha controls how strongly the entity is tinted (vanilla red is ~30%).
Fade Out
Ramp the tint's opacity across the hurt animation, fading in then out instead of holding a constant opacity for the whole flash.
Color Armor
Also tints the entity's armor, not just its body model. Vanilla redraws each armor piece with its own red, so this re-applies your color over the armor too.

CameraTweaks

A collection of camera-related tweaks.

Settings

No Hurt Cam
Cancels the screen-tilt animation vanilla plays when you take damage.
No Clip Camera
Stops the third-person camera from pulling in when a block sits between you and the camera. The camera holds its full distance and passes through walls.
Third Person Distance
Camera distance (in blocks) used in third-person view. 4.0 is the vanilla default; higher pulls the camera further out.
Scroll to Zoom
Scroll the mouse wheel to push the third-person camera further out than the configured distance. The offset resets when switching between first and third person.