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.