Xiaoli client documentation

Xiaoli beta 1.4.0 for Minecraft 1.21.11.

Getting started

Download Xiaoli from your dashboard for Minecraft 1.21.11.

Requires Java 21, Fabric Loader 0.19.3, and Fabric API 0.141.6+1.21.11.

Supports Windows, Linux, and macOS; macOS supports Intel and Apple Silicon.

Install the downloaded JAR in your Fabric instance's mods folder, launch Minecraft, and enter the license key from your dashboard. Keep the Fabric Loader and Fabric API versions matched to this Minecraft version.

Linux GameMode in 1.5.0

On Minecraft 26.2, Xiaoli can use an installed Feral GameMode library. When detected, the main menu offers Enable next launch or Dismiss. You can also change GameMode in Settings under Preferences. It is off by default.

Install GameMode through your distribution if needed. Xiaoli does not install packages. Prism's GameMode option or its gamemoderun wrapper is another way to enable it; Xiaoli recognizes an existing launcher request. Performance gains depend on your system and GameMode configuration.

Registered devices

The dashboard shows up to two registered devices, each on a different operating system: Windows, Linux or macOS. Use Reset hwid to select one device to remove. You get one reset every 30 days across both slots. The other device stays registered, and the dialog shows when your next reset is available.

Keybinds

Assign and clear module binds

Press Right Shift to open ClickGUI, then middle-click a module to bind it.

.bind module zoom C
.bind mode zoom hold
.bind module zoom CLEAR

Escape clears a module bind while assigning it; hold Tab to view binds. Key labels use their printed symbols, such as +, - and =.

Hold and toggle behavior

Hold bind keeps a module active only while its key is held.

Settings and shared controls

Tables show fresh-config defaults, allowed values and slider steps. Conditional controls appear when their feature or mode is selected. Distances use blocks, speeds use blocks/s or blocks/tick, and ticks use t.

Search and input

Start typing in ClickGUI to focus search when no input field, keybind or popup owns the input. Ctrl+F focuses search explicitly. Enter or Escape leaves the search field; typing again starts a new query.

Search matches module names and IDs first. When no modules match, it searches visible settings across modules. Text fields, numeric editing, dropdown type-ahead and chat retain their own input.

Setting controls

Click a slider value to enter an exact number. Enter applies it; Escape cancels. Range sliders have separate lower and upper values.

Drag a submenu header out of its module and release at the left or right snap hint to dock it. Click its arrow to collapse or expand it; drag it back to return it inline. Docks hide with their module and save with the config.

Modes with independent settings remember their values when switched. Toggles named Enabled stay shared; cosmetic selectors such as box, path and landing styles do not switch surrounding settings.

Colors and opacity

Use the color picker's alpha strip to change opacity. HEX accepts #RRGGBB or #RRGGBBAA; RGB accepts three or four byte values. The module tables use the same HEX format.

In a filled box with a shared color, alpha changes the fill without fading its outline, labels or tracers. Separate outline and tracer colors keep their own alpha; outline-only styles use the selected color's alpha.

Client settings

Open the top-right gear or .settings. Preferences contains language, Allow movement, Blur background, Show keybinds, Animations, Render friends and Chat above menus. Chat above menus displays ordinary chat over ClickGUI and custom menus; it does not open chat input.

Profile shows your account and links to its dashboard settings. Cloud configs is currently unavailable in the client; use the website's Configs page.

Target filters

Choose Players, Hostile and Passive; supported visual modules also offer Local player, which requires Players enabled.

Combat targeting excludes friends. Render friends in client settings controls whether visual target filters include them.

Attack timing and CPS

Auto Clicker separates left-click attack timing from right-click CPS; Kill Aura and Triggerbot use attack cooldown timing.

SettingDefaultValues and limits
Left timingCooldownCooldown or CPS; Auto Clicker only.
Left CPS101–20, step 1; visible in CPS timing.
Right CPS101–20, step 1; independent of left timing.

Rotation controls

Shared rotation settings appear in modules that aim, place or rotate, including Kill Aura, Safe Anchor, Auto Farm, Hit Crystal, Auto Pot, Bow Aimbot, Routes, Clutch and Scaffold.

SettingDefaultChoices or limitsFunction
Aim curveModule-dependentInstant, Linear, Humanised, Sigmoid, Acceleration, PolarRotation smoothing style
Movement correctionSilentOff, Strict, Silent, Change lookChange look also moves the camera.
Turn limitModule-dependent5–360°, step 1Limits the rotation step for non-Instant models. Hidden for Instant.
AccelerationModule-dependent1 to 90, step 1Controls how quickly turn speed changes in the Acceleration model.
Drift1.20.5 to 2, step 0.1Controls Humanised model drift.
Jitter0.120 to 0.3, step 0.01Controls Humanised model jitter.

Defaults vary by module and mode; each module lists its starting rotation settings. Polar uses the shared rotation controls. Selecting a named model does not establish compatibility with a server's anticheat.

Action delays

Delays set the minimum wait between actions.

Macros support 0–250 ms between-tick delays; inventory actions still run on game ticks.

Configs

ClickGUI config manager

Manage configs in ClickGUI → Configs.

Use New, Save and Folder; click a config to load it and use its three-dot menu or right-click for actions. Put downloaded configs in Folder, or open it with .config folder.

Save, load, reset, and delete

Configs save module states, settings, mode-specific values, binds, HUD layout, panel positions and docked submenus.

.config save <name>
.config load <name>
.config reset <name>
.config delete <name>

Repeat a load within 30 seconds to discard changes; use .confirm for resets.

Names allow 1–64 letters, digits, spaces, _ and -, starting with a letter or digit. Names are saved in lowercase; the active config cannot be deleted.

Saving your changes

The default config autosaves; use Save or .save <name> to save a named config. Loading a config with unsaved changes asks whether to save or discard them.

Scripts, routes, proxy profiles, and Auto Login passwords are separate from configs.

Client commands

Commands use the . prefix by default; module names and IDs are case-insensitive and ignore spaces and underscores.

Quote module names containing spaces, such as .toggle "Hit Crystal", or use the listed command ID.

.anticheat

Scans the current multiplayer server for anticheat evidence. Alias: .ac.

.anticheat

Results distinguish observed evidence from an unknown result; they do not guarantee detection.

.bind

Assigns module, config and script keybinds. Scripts use keyboard keys; module binds support Hold or Toggle.

Alias: .b.

.bind list
.bind module <module_id> <key|CLEAR>
.bind config "<config_name>" <key|CLEAR>
.bind script "<script_name>" <key|CLEAR>
.bind mode <module_id> hold
.bind mode <module_id> toggle

.clickgui

Resets ClickGUI panel positions; Right Shift opens ClickGUI.

Alias: .cgui.

.clickgui reset

.clear

Clears visible chat without deleting sent-message history.

.clear

.config

Creates, saves, lists, loads, resets or deletes configs using the config rules. Folder opens the config directory.

Alias: .c.

.config create <config_name>
.config save <config_name>
.config list
.config load <config_name>
.config reset <config_name>
.config delete <config_name>
.config folder

.configs

Lists saved configs.

.configs

.confirm

Confirms a pending config reset within 30 seconds.

.confirm

.dashboard

Opens the account dashboard in your browser.

Alias: .dash.

.dashboard

.delete

Deletes a saved config unless it is currently active.

.delete <config_name>

.destroy

Unloads Xiaoli until Minecraft restarts.

Alias: .suicide.

.destroy

.fakeplayer

Spawns or removes a local practice player.

.fakeplayer <name>
.fakeplayer remove

.route

Records, lists, previews, and replays saved movement routes.

.route
.route start [name]
.route stop
.route list
.route preview
.route play <name|id|number> here
.route play <name|id|number> start

Quote names with spaces when playing; Here shifts the route, while Start walks to its recorded start.

.friend

Adds or removes Minecraft targeting friends.

Alias: .f.

.friend add <player>
.friend remove <player>

.ghostblock

Places a local preview block, copies the held stack locally, or clears previews.

.ghostblock
.ghostblock stack
.ghostblock clear

Hold a block and aim at a placement surface; previews do not create server items.

.hclip

Moves you the specified number of blocks in your current movement direction.

Alias: .h.

.hclip <distance>

.ignore

Toggles messages from a Xiaoli account.

.ignore <username>

.load

Loads a config; repeat within 30 seconds if asked to discard changes.

.load <config_name>

.network

Reports ping, protocol, packet rates, channels, transactions, and hosting data for the connection IP.

Aliases: .net, .hosting.

.network

.plugins

Lists server plugins that the server exposes.

Alias: .pl.

.plugins

.online

Lists online Xiaoli users.

.online

.prefix

Shows or changes the command prefix to a single symbol.

.prefix
.prefix <character>

.reply

Replies to the latest Xiaoli whisper.

Alias: .r.

.reply <message>

.save

Saves and activates a config, overwriting an existing file of that name.

.save <config_name>

.say

Sends literal Minecraft chat, such as .say .example.

.say <message>

.serverinfo

Shows server information, plugins, or network details.

Alias: .si.

.serverinfo
.serverinfo plugins
.serverinfo network

.scripts

Opens the script editor and manages JavaScript presets. Aliases: .script, .spam, .spammer.

.scripts
.scripts create <name>
.scripts list
.scripts run "<name>"
.scripts stop
.scripts eval await client.notify("Hello");

Stop ends active scripts and suspends addons until their parent is toggled or the script is run again.

.settings

Opens client preferences and profile settings. Alias: .setting.

.settings

.toggle

Toggles a module.

Alias: .t.

.toggle <module_id>

.tps

Shows estimated current and average server TPS.

Alias: .tickspersecond.

.tps

.unbind

Removes a module, config or script binding. Alias: .ub.

.unbind module <module_id>
.unbind config <config_name>
.unbind script <script_name>

.username

Copies your Minecraft name to the clipboard.

Alias: .ign.

.username

.vclip

Moves you vertically by the specified number of blocks.

Alias: .v.

.vclip <distance>

.whisper

Sends a private message to a Xiaoli account.

Aliases: .w, .msg.

.whisper <user> <message>

Chat and friends

Whisper to Xiaoli users with .whisper <user> <message> and reply with .reply <message>.

Use .friend add <player> for targeting friends and .ignore <user> to mute Xiaoli messages.

Scripts and block editor

Code and Blocks edit the same JavaScript source. Open .scripts, create a preset, then Save and Run. Set its key in the editor or with .bind script.

Create and run a script

Every script starts with // @xiaoli-js 2. Actions return Promises; await actions whose result or completion you need. Durations are milliseconds.

// @xiaoli-js 2
await client.notify("Starting");
await tasks.wait(500);
await client.notify("Finished");

JavaScript supports functions, classes, arrays, objects, Promises and top-level await. Imports, file access and Java class access are unavailable. No separate JavaScript installation is needed.

Old language and chat presets remain editable for recovery but cannot run. Their cycle, menu and random-prefix flags do not apply to JavaScript.

Code, Blocks and recovery

Switch between Code and Blocks without changing source or comments. Blocks supports statements, expressions, functions, arrays, objects, event callbacks and API calls. Other syntax stays in editable Source blocks; Shift+Enter adds a line.

Drag statements to reorder them and reporters into compatible inputs. Moving blocks across variable scopes is rejected; use Code for intentional scope changes.

Edits autosave after a short pause. Invalid drafts remain recoverable and do not replace the last valid saved preset. Fix the indicated error before Run.

Editor shortcuts

ShortcutAction
Ctrl+SSave
F5 / Shift+F5Run / Stop
Ctrl+F / Ctrl+HFind / Replace
Ctrl+SpaceCode completion or Blocks palette
Ctrl+Z / Ctrl+Shift+Z or Ctrl+YUndo / Redo
Tab / Shift+TabIndent / Unindent in Code
Ctrl+A, Ctrl+C, Ctrl+X, Ctrl+VSelect, copy, cut and paste

Use the preset drawer to switch scripts. Completion shows parameters; diagnostics selects the affected source. Fullscreen changes the editor window size without changing the script.

Script kinds

An optional second-line // @script comment contains JSON metadata.

KindBehavior
automationDefault. Runs until its code finishes and no listeners, tasks, waits or actions remain.
addonStarts and stops with the named native module. Receives start, stop and that module's supported action hooks.
moduleAdds a module to ClickGUI with its own category, settings, bind and config state.

An addon uses a real module ID or name:

// @xiaoli-js 2
// @script {"kind":"addon","module":"killaura","priority":50}
events.on("module.attack", event => {
    if (player().health < 6) return {cancelled: true};
});

Addons affect actions from their parent module. Manual actions and other modules' actions are separate. Use an automation's packet.incoming for incoming network packets.

A script module needs an ID beginning with script_, a name, description and category. Categories are combat, movement, world, visual and utility. Settings support boolean, number with min/max/step, string and color defaults.

// @xiaoli-js 2
// @script {"kind":"module","id":"script_health","name":"Health text","description":"Shows health","category":"visual","settings":[{"name":"Size","type":"number","default":12,"min":6,"max":30,"step":1}]}
const self = module("script_health");
events.on("render.hud", () => {
    if (!connection.state().connected) return;
    render.text({text: String(player().health), x: 12, y: 12,
        size: module.setting(self, "Size"), color: "#FFFFFFFF"});
});

Editing a script module preserves matching settings and its bind. Deleting its preset removes the registered module.

Script timing and events

Waits and tasks

tasks.wait(ms) and tasks.until(predicate, timeout) yield while waiting. Both return cancellable Promises. tasks.after(ms, callback) runs once; tasks.every(ms, callback) repeats without overlapping its own unfinished callback. tasks.cancel(id) removes a scheduled task.

// @xiaoli-js 2
const task = tasks.every(1000, async () => {
    if (connection.state().connected) await client.notify("Health: " + player().health);
});
await tasks.wait(5000);
tasks.cancel(task);

Use normal JavaScript conditions, loops, functions and try/catch/finally. Await inside long-running loops. Promise.all combines independent actions; conflicting movement, inventory or interaction actions wait their turn.

Event callbacks

events.on(name, callback, priority) returns a listener ID; events.off(id) removes it. Higher priorities run first. Script metadata priority orders scripts, then preset name; listener priority orders callbacks within a script.

Movement, packet, module decision and render callbacks are synchronous. Do not await, return a Promise or schedule actions inside them. Return only changed fields; the first change to each field wins, and cancellation ends the decision.

// @xiaoli-js 2
events.on("movement.input", event => {
    if (event.forward > 0) return {sprint: true};
});

Event reference

EventFields
chatmessage: string, sender: string
connection.connectedserver: string
connection.disconnectedreason: string, server: string
inventory.changedafter: object, before: object, slot: slot
keycode: number, pressed: boolean
module.attackcancelled: boolean, origin: string, target_id: number
module.changedenabled: boolean, module: module
module.packetcancelled: boolean, delay_ms: number, direction: string, origin: string, packet: object
module.placementcancelled: boolean, face: string, hit: position, origin: string, position: position
module.rotationcancelled: boolean, origin: string, pitch: number, yaw: number
module.targetcancelled: boolean, candidates: list, origin: string, target_id: any, target_index: number
module.tickorigin: string, time: number
movement.inputcancelled: boolean, forward: number, jump: boolean, origin: string, sideways: number, sneak: boolean, sprint: boolean
movement.packet_postNo fields
movement.packet_precancelled: boolean, on_ground: boolean, origin: string, velocity: position
movement.postorigin: string, position: position, velocity: position
movement.precancelled: boolean, on_ground: boolean, origin: string, velocity: position
packet.incomingcancelled: boolean, delay_ms: number, direction: string, origin: string, packet: object
packet.outgoingcancelled: boolean, delay_ms: number, direction: string, origin: string, packet: object
player.diedNo fields
player.flying_changedflying: boolean, previous: boolean
player.hurtamount: number, source: entity
player.movement_changedfrom: string, to: string
player.respawnedNo fields
player.state_changedafter: object, before: object, changed: list
render.hudheight: number, tick_delta: number, width: number
render.worldtick_delta: number
startNo fields
stopNo fields
ticktime: duration
world.changedfrom: string, to: string
world.joindimension: string, server: string
world.leavereason: string

movement.input accepts forward/sideways from -1 to 1 plus jump, sneak and sprint. movement.pre and movement.packet_pre accept velocity, on_ground and cancelled. The post events observe completed work.

module.target uses target_id for Kill Aura candidates and target_index for Scaffold's candidate positions. Attack replacements must be loaded entities within reach; placement edits still require valid block positions, faces and hit points.

Stop and world changes

.scripts stop stops all running scripts; script.stop() stops the current script. Stop releases held input, use actions, rotations, routes, temporary settings, timers and owned packet holds. A stop callback can read state but cannot schedule new work.

World changes cancel pending world actions and waits. Scripts using connection APIs or world/connection listeners can survive with those lifecycle listeners and stop; other listeners must be registered again after joining. Addons stop at a world transition.

Script values and game actions

Values and snapshots

Use JavaScript numbers, strings, booleans, arrays, objects and null. Durations are numeric milliseconds; position(x,y,z), rotation(yaw,pitch), item(id) and slot(space,index) construct API values.

module(name) returns a live module handle. Player, world, inventory and connection queries return snapshots; query again after an awaited action when current state matters.

player() includes position, rotation, health, hunger, on_ground, alive, flying, gliding, swimming, in_water, sprinting, sneaking, climbing, using_item, riding, pose and movement_state. connection.state() is safe outside a world. world.block reads a loaded block; world.entities queries loaded entities; world.target reads the crosshair target.

Module settings

module.state(handle) reads enabled state. module.settings(handle) lists canonical setting paths; module.describe(handle) adds their types, choices and bounds. Masked values are excluded.

Use module.set(handle, path, value) or module.toggle_setting. Canonical paths disambiguate repeated labels. Numeric values use the API's bounds rather than displayed units; for example, Fly speed 1 displays as 20 blocks/s.

Range settings use [minimum, maximum]; modes accept their names. Script color settings use #AARRGGBB. Read module.describe before writing an unfamiliar setting.

module.set_temporary restores the old value when released during cleanup. A later user edit prevents restoration over that edit.

Inventory and crafting

Logical slots are independent of the current screen's numeric slot IDs.

SpaceIndex
hotbar0–8
player0–35; 0–8 is the hotbar
armor0 boots, 1 leggings, 2 chestplate, 3 helmet
offhand0
containerIndex in the currently open container
crafting0–3 in the player grid or 0–8 at a crafting table
result0; current crafting output
outside0; outside-screen target for inventory.click

Use inventory.slots() and inventory.screen() to inspect the current contents. inventory.select selects a hotbar slot; click, move, equip and drop use logical slots. Clear anything held on the inventory cursor before a multi-step action.

inventory.sort maps slot names to item values, such as {"hotbar.0": item("minecraft:diamond_sword")}. A null value clears that slot into free inventory space. Required items and space must be available.

Click modes are pickup, quick_move, swap, throw, quick_craft, pickup_all and creative-only clone. Pickup, quick_move, throw and pickup_all accept buttons 0/1; swap uses hotbar 0–8 or offhand 40; clone uses 2. Quick_craft uses Minecraft's drag-stage buttons: 0/1/2, 4/5/6 or 8/9/10.

craft.recipes() lists available recipes; craft.recipe crafts by ID. craft.grid uses four cells for the player grid or nine for a crafting table, in row order. Empty cells use null. Actions still require the matching ingredients and screen.

Movement, rotations and interaction

movement.walk and movement.key hold input for a duration. Directions accept forward, back, left, right, jump, sneak and sprint, combined with spaces or +. movement.jump requests a normal jump; movement.stop releases this script's input. movement.set_velocity changes velocity directly.

look.to/at moves the visible camera. rotation.configure selects the shared model and correction; rotation.to/at holds silent aim, and rotation.release returns it. Independent movement and rotation can run together with Promise.all.

Interaction actions use loaded targets within reach and the correct held item. interaction.break mines a block; interaction.place places the held item against a block face. Menus, missing items or changed targets can prevent an action.

world.entities accepts a 0–128 block range and all, living, players, items or a namespaced entity type. Results are nearest first. Interaction hands use main/off; block faces use up, down, north, south, east or west.

Routes, connections and Baritone

route.start/stop records movement; route.play replays a saved name, ID or list number from here or start. route.wait waits for completion; route.cancel stops owned playback.

connection.connect, disconnect and reconnect use normal Minecraft connections. Reconnect waits once and does not keep retrying. Closing a world cancels its pending actions.

Baritone is optional. Check baritone.available() before use. baritone.command runs a local command without a # prefix; baritone.wait waits for it. Settings use Baritone's native text formats. Stop only cancels Baritone work owned by that script.

Script packets and drawing

Packet handles

packet.create(type, fields) creates an owned packet handle. Types are movement, position, ground, look, slot, swing, keep_alive, pong, velocity, message and raw. packet.describe reads the type, direction and size; packet.modify returns an edited handle.

TypeFields
movementx, y, z, yaw, pitch, on_ground, horizontal_collision
positionx, y, z, on_ground, horizontal_collision
groundon_ground, horizontal_collision
lookyaw, pitch, on_ground, horizontal_collision
slotslot: hotbar index 0–8
swinghand: main or off
keep_alive, pongid
velocityentity_id, velocity: position value; incoming only
messagemessage, overlay; incoming only
rawbytes: base64, direction: incoming or outgoing

Known fields remain unchanged unless replaced. Raw packets use base64 bytes containing the Minecraft 1.21.11 play packet ID and payload, plus incoming/outgoing direction. Replacements must keep their direction; only outgoing packets can be sent. For 64-bit IDs beyond JavaScript's safe integer range, use decimal strings.

Handles expire after the last 128 handles or a stop/world change. packet.describe includes raw bytes only up to 48,000 bytes.

Delay and queue

Return {delay_ms: 100} from a packet callback to delay it, {cancelled: true} to cancel, or {packet: handle} to replace it with an owned packet handle.

await packet.queue(direction) holds subsequent packets. await packet.delay(ms, direction) holds them for up to 5,000 ms. packet.flush releases this script's hold; another module or script can continue holding the shared queue. packet.discard discards the releasable held segment.

More than 2,048 queued packets stops the responsible script. Keepalives and required protocol transitions follow the client's queue rules. Disconnect clears queued state.

HUD and world drawing

Draw only inside render.hud or render.world. HUD coordinates are screen coordinates; world drawing uses positions. HUD text supports rubik-regular and JetBrainsMono-Regular.

CallOptions
render.rectx, y, width, height, radius, color
render.circlex, y, radius, color
render.linex, y, x2, y2, width, color
render.texttext, x, y, size, font, color
render.clipx, y, width, height
render.scalefactor
render.boxmin, max, color, outline, width, through_walls
render.world_linefrom, to, color, width, through_walls
render.world_textposition, text, size, color, through_walls

Colors accept unsigned ARGB numbers or #AARRGGBB. render.color(r,g,b,a) packs byte channels. Scale and clipping last for the callback only.

Each callback allows 512 draw/state operations; text is limited to 2,048 characters. World line widths are 0.25–8 in 0.25 steps. Prepare repeated geometry on tasks and keep render callbacks short.

Execution limits

Scripts have execution-time and instruction limits. Blocking loops and expensive callbacks stop the script; use yielding waits and scheduled tasks. API arrays and objects are limited to 4,096 entries.

Scripts can control movement, inventory and network traffic. Inspect downloaded code before running it.

Script API reference

Arguments are positional. Promise<T> marks an action to await; other calls return immediately. duration means milliseconds, list means a JavaScript array, and object means a plain record. Optional defaults follow =.

Value helpers

CallFunction
len(value: any) → numberLength of a list, object or string.
text(value: any) → stringDisplay a value as text.
number(value: string) → numberParse a numeric string.
contains(value: any, needle: any) → booleanFind an element, field or substring.
range(start: number, end: number, step: number = 1) → listInteger range, exclusive end; at most 4096 entries.
append(list: list, value: any) → listReturn a new list with an appended value.
put(object: object, key: string, value: any) → objectReturn a new object with one field replaced.
get(object: object, key: string, fallback: any = null) → anyRead an object field with an optional fallback.
min(a: number, b: number) → numberSmaller of two numbers.
max(a: number, b: number) → numberLarger of two numbers.
random(a: number, b: number) → numberRandom whole number including both bounds when a and b are safe integers; otherwise a decimal from a up to b.
abs(value: number) → numberAbsolute value.
floor(value: number) → numberRound down.
ceil(value: number) → numberRound up.
round(value: number) → numberRound to the nearest integer.
clamp(value: number, min: number, max: number) → numberClamp a number to an inclusive range.
duration(ms: number) → durationCreate a duration in milliseconds.
milliseconds(value: duration) → numberConvert a duration to a number.
position(x: number, y: number, z: number) → positionWorld coordinates.
rotation(yaw: number, pitch: number) → rotationYaw and pitch in degrees.
item(id: string) → itemNamespaced item ID.
slot(space: string, index: number = 0) → slotLogical slot in hotbar, player, armor, offhand, container, crafting, result or outside space.
clock() → durationMonotonic time since this script started.
player() → objectCurrent player position, rotation, health, hunger, grounded and movement state.
modules() → listAll registered module handles.

Connection API

CallFunction
connection.state() → objectConnection snapshot, safe outside a world: connected, server, dimension, singleplayer.
connection.disconnect(reason: string = "Disconnected by script") → Promise<void>Disconnect normally; lifecycle-aware scripts keep running.
connection.connect(address: string) → Promise<void>Open a normal Minecraft server connection; completes when the attempt is launched.
connection.reconnect(delay: duration = 1000) → Promise<void>Reconnect to the last multiplayer server after a delay; never automatically retries.

Baritone API

CallFunction
baritone.available() → booleanWhether the optional Baritone API is installed.
baritone.state() → objectBaritone availability, active process, pathing, goal and script ownership.
baritone.commands() → listEvery registered local Baritone command, including addon commands.
baritone.complete(prefix: string) → listAsk Baritone for local command completions.
baritone.settings() → objectAll user-editable Baritone settings in their native text format.
baritone.setting(name: string) → stringRead a Baritone setting in its native text format.
baritone.set(name: string, value: any) → Promise<void>Set a Baritone setting using its normal format. Lists use comma-separated text.
baritone.command(command: string) → Promise<void>Execute any installed Baritone command directly through its local API, without # or chat.
baritone.goto(position: position) → Promise<void>Start pathing to a block goal. Use baritone.wait to await completion.
baritone.mine(blocks: string) → Promise<void>Mine space-separated block IDs, optionally preceded by a count.
baritone.follow(name: string) → Promise<void>Follow a loaded player by name.
baritone.explore(x: number, z: number) → Promise<void>Explore from an X/Z origin.
baritone.farm(range: number = 32) → Promise<void>Farm within a radius.
baritone.build(schematic: string) → Promise<void>Build a schematic through Baritone's builder.
baritone.selection(operation: string) → Promise<void>Run any local selection operation: pos1, pos2, fill, replace, clear and more.
baritone.pause() → Promise<void>Pause the script's Baritone process.
baritone.resume() → Promise<void>Resume the script's Baritone process.
baritone.cancel() → Promise<void>Cancel Baritone work owned by this script.
baritone.wait(timeout: duration = 300000) → Promise<void>Wait for Baritone to become idle. Cancellation stops owned pathing.

Route API

CallFunction
route.list() → listList saved route IDs, names, worlds, dimensions, dates and point counts.
route.state() → objectRead recording, replay, ownership, selection and status.
route.start(name: string = "") → Promise<void>Start recording; script cleanup saves the owned recording.
route.stop() → Promise<void>Stop recording and wait for the save, or stop playback.
route.play(route: string, from: string = "here") → Promise<void>Replay a saved name, ID or list number. Here shifts the whole route; start walks to its recorded start.
route.cancel() → Promise<void>Cancel route playback.
route.wait(timeout: duration = 300000) → Promise<void>Wait until recording or playback finishes. Cancellation stops owned work.
route.preview(route: string = "") → Promise<void>Open the route browser, optionally selecting a saved route.
route.delete(route: string) → Promise<void>Delete a saved route by name, ID or list number.

Module API

CallFunction
module(name: string) → moduleLive module handle by ID or displayed name.
module.settings(module: module) → objectRead canonical setting paths and values.
module.state(module: module) → objectRead module state.
module.describe(module: module) → objectRead setting types, bounds, choices and current values.
module.setting(module: module, path: string) → anyRead a setting by canonical path or unique label.
module.enable(module: module) → Promise<boolean>Enable the module.
module.disable(module: module) → Promise<boolean>Disable the module.
module.toggle(module: module) → Promise<boolean>Toggle the module.
module.set_enabled(module: module, enabled: boolean) → Promise<boolean>Set enabled state.
module.set(module: module, path: string, value: any) → Promise<any>Set a setting within its allowed values; return the accepted value.
module.toggle_setting(module: module, path: string) → Promise<boolean>Toggle a Boolean setting.
module.set_temporary(module: module, path: string, value: any) → Promise<any>Set a value until Stop; restore it unless another script or the user changes it.

Chat API

CallFunction
chat.send(message: string) → Promise<void>Send a chat message.
chat.command(command: string) → Promise<void>Send a server command, with or without its leading slash.

Client API

CallFunction
client.notify(message: string) → Promise<void>Show a local client message.
client.log(message: string) → Promise<void>Write a local script log message.

Movement API

CallFunction
movement.walk(direction: string, duration: duration, sprint: boolean = false) → Promise<void>Hold movement input for a duration; release on completion or cancellation.
movement.key(key: string, duration: duration) → Promise<void>Hold a named movement key for a duration.
movement.jump() → Promise<void>Request one normal jump.
movement.stop() → Promise<void>Release movement owned by this script, including another parallel branch.
movement.velocity() → positionCurrent velocity snapshot.
movement.set_velocity(velocity: position) → Promise<void>Set local velocity once.

Look API

CallFunction
look.at(position: position, duration: duration = 0) → Promise<void>Look at a position over a duration.
look.to(rotation: rotation, duration: duration = 0) → Promise<void>Turn to an absolute rotation.

Rotation API

CallFunction
rotation.configure(model: string = "acceleration", correction: string = "silent", max_angle: number = 90, acceleration: number = 20, drift: number = 1.2, jitter: number = 0.12, return_ticks: number = 3, priority: number = 25) → Promise<void>Configure shared silent rotations: instant, linear, humanised, sigmoid, acceleration or polar. Change look explicitly moves the camera.
rotation.to(rotation: rotation, duration: duration = 1000) → Promise<void>Hold silent aim for a duration, then release. Can run alongside movement.
rotation.at(position: position, duration: duration = 1000) → Promise<void>Keep aiming at a world position for a duration, recalculating as you move.
rotation.release() → Promise<void>Release this script's rotation and return smoothly to the camera.
rotation.state() → objectRead this script's active/controlling/returning flags and current server yaw/pitch.

Interaction API

CallFunction
interaction.attack(target: entity = null) → Promise<void>Normal attack of an entity or current crosshair target.
interaction.use(hand: string = "main", duration: duration = 0) → Promise<void>Use an item for a duration.
interaction.block(position: position, face: string = "up", hand: string = "main") → Promise<void>Interact with a specific block face.
interaction.entity(target: entity, hand: string = "main") → Promise<void>Interact with an entity.
interaction.break(position: position) → Promise<void>Mine a block until broken; cancellable.
interaction.place(position: position, face: string) → Promise<void>Place against a block face with the selected held item.

Inventory API

CallFunction
inventory.open() → Promise<void>Open the player inventory.
inventory.close() → Promise<void>Close the current container.
inventory.select(index: number) → Promise<void>Select a hotbar index, 0 to 8.
inventory.click(slot: slot, button: number = 0, mode: string = "pickup") → Promise<void>Click a logical slot with the selected button and click mode.
inventory.move(from: slot, to: slot, count: number = 1) → Promise<void>Move an exact item count between logical slots; requires an empty cursor.
inventory.equip(item: item, slot: string) → Promise<void>Equip an item to a named equipment slot.
inventory.drop(slot: slot, count: number = 1) → Promise<void>Drop a count from a logical slot.
inventory.sort(layout: object) → Promise<void>Assign item stacks to the supplied slot-to-item layout.
inventory.count(item: item) → numberCount matching items.
inventory.find(item: item) → slotFirst matching logical slot, or null.
inventory.slots() → listSnapshot of logical slots and their contents.
inventory.screen() → objectCurrent container type, title and revision.

Craft API

CallFunction
craft.recipe(recipe: string, count: number = 1) → Promise<number>Craft an unlocked recipe by output item ID or network: ID from craft.recipes(); return completed count.
craft.recipes() → listUnlocked crafting recipes and their network IDs/output items.
craft.grid(ingredients: list, count: number = 1) → Promise<number>Craft a 2×2 or 3×3 grid of item values and null cells.

World API

CallFunction
world.block(position: position) → blockBlock snapshot at a position.
world.entities(range: number = 6, kind: string = "living") → listNearby entity snapshots within range.
world.target() → anyCurrent crosshair entity or block, or null.

Events API

CallFunction
events.on(name: string, callback: any, priority: number = 0) → numberRegister a callback. Higher priority runs first; registration order breaks ties.
events.off(id: number) → voidRemove an owned listener.

Tasks API

CallFunction
tasks.wait(ms: number) → Promise<void>Wait for a duration; always yield before resuming. Cancellable.
tasks.until(predicate: any, timeout: number = 86400000) → Promise<void>Check a condition each tick; reject on timeout or disconnect.
tasks.after(ms: number, callback: any) → numberRun a callback once after a delay.
tasks.every(ms: number, callback: any) → numberRepeat a callback without overlapping its unfinished invocation.
tasks.cancel(id: number) → voidCancel an owned scheduled task or wait.

Script API

CallFunction
script.stop() → voidStop this script and release its actions and listeners.

Packet API

CallFunction
packet.create(type: string, fields: object) → objectConstruct a supported packet from type and fields.
packet.describe(packet: object) → objectInspect a script-owned packet handle.
packet.modify(packet: object, fields: object) → objectReturn a replacement packet, preserving unspecified known fields.
packet.send(packet: object) → Promise<void>Send an owned outgoing packet once, respecting shared packet order and bypassing script recursion.
packet.queue(direction: string = "outgoing") → Promise<void>Hold subsequent packets in the selected direction; explicit flush or discard.
packet.delay(ms: number, direction: string = "outgoing") → Promise<void>Hold subsequent packets for a bounded deadline.
packet.flush(direction: string = "outgoing") → Promise<void>Release this script's packet queue while respecting other holders.
packet.discard(direction: string = "outgoing") → Promise<void>Discard this script's packet queue; other holders retain ownership.

Render API

CallFunction
render.rect(options: object) → voidDraw a HUD rectangle with optional rounded corners.
render.circle(options: object) → voidDraw a filled HUD circle.
render.line(options: object) → voidDraw a HUD line.
render.text(options: object) → voidDraw HUD text.
render.box(options: object) → voidDraw a filled world box with an outline.
render.world_line(options: object) → voidDraw a line between world positions.
render.world_text(options: object) → voidDraw text at a world position.
render.scale(options: object) → voidScale subsequent HUD drawing in this callback.
render.clip(options: object) → voidIntersect the HUD clipping area with a rectangle.
render.color(r: number, g: number, b: number, a: number = 255) → numberPack byte RGBA into an unsigned ARGB color.

HUD editor

Drag HUD elements into place and save the layout with your config.

Hold Left Shift while dragging to disable snapping. Arrow keys move the selected element by exactly one screen pixel, without snapping. Right-click an element for its settings.

HUD elements

Default: Watermark, Array list and Scoreboard. Base finder appears while its module has evidence to show.

Optional: Version, Release stream, Server, FPS, CPS, BPS, Ping, Lag alerts, Session, XYZ, Target HUD, Armor, Totem pop counter, Effects, Scaffold indicator, Break progress, Crosshair, Scripts, Keybinds, Keystrokes, Activity, Media, and Notifications.

Lag alerts appear after 1.5 seconds without a server time update; Totem pop counter resets on death or world change.

HUD element controls

Adjust each element's size, blur, outline, rainbow color and available options. HUD panel colors and opacity follow the shared HUD theme and Surface opacity.

ElementControls and defaults
WatermarkStyle defaults to Identity Rail; Text Only is the other style. Background On. Logo style defaults to Classic, with Breathing, Glint, Rainbow, Gradient and Outline alternatives. The rail also offers Collapsed Off, Username On, Ping On, Server IP Off, Release stream Off, and Client version Off.
ArmorBackground On; Enchant labels Off.
Array listSide line Right, with None and Left alternatives; Show suffix On; Offset scoreboard On; Category colors Off; Breathing colors On. Combat, Movement, Visual, World, and Utility categories all start included.
ScoreboardText shadow Off.
EffectsColored text On.
CPSLeft and right clicks On.
Totem pop counterPops text Off.
NotificationsModule toggles On.
Scaffold indicatorText display by default; can switch to Icon.
CrosshairMode starts at Preset 1; also Preset 2, Preset 3, and 7x7, 8x8, 15x15, or 16x16 grids. Color starts white. Pattern opens grid editing in a grid mode.
Target HUDTarget name, distance, health bar, whole-number health and equipment.
Base finderCurrent lead; Coordinates, Evidence, Confidence and Details default On.
ScriptsOpens the script editor and shows saved presets.

Media HUD

Displays the current desktop track, artwork, and playback progress on Windows.

Enable Media in the HUD editor and play audio in an app with Windows media controls.

Classic uses artwork and separate track information. Compact uses one horizontal artist - title line. Both show a progress bar; long text scrolls back and forth. Animations defaults On; Hide inactive defaults Off.

Proxy profiles

Route new connections through SOCKS5 or HTTP CONNECT proxies.

OperationNoteworthy behavior
Use randomSelects from the currently filtered profile list.
Check tunnelShows the proxy host's location.
Copy detailsExcludes the password.
DeleteRequires a second confirmation; another action cancels it.

Open Multiplayer → Proxies, add a host and port, then enable the profile before connecting.

Import formats: host:port, host:port:username:password, socks5://host:port, or http://host:port.

Motion Modifier rules

Open Movement → Motion Modifier → Edit motion. Rules save with your config. Add, copy, reorder, disable or remove rules in the list; drag its lower divider to change the space available to the list. The editor window keeps the same size between tabs. Use Fullscreen or Restore when needed.

Triggers and timing

The When tab selects the counter, stage, environment and movement target. Targets include Player, Vehicle, Boat, Horse and Player or vehicle. Vehicle rules require you to control the mount; vehicle-only rules stop when you dismount.

CounterStarts or resets when
TotalThe program resets
Ground, Air, Rising, FallingThe target enters that state
JumpA local jump completes
Takeoff, LandGround state changes
DamageHurt time increases
Velocity receivedThe selected entity receives velocity; player explosion knockback also counts
Velocity appliedKnockback is actually applied
CollisionHorizontal collision begins
Sprint start / stop, Move start / stopSprint or movement input changes
Mount, DismountEntering or leaving a vehicle; switching vehicles signals both
Sneak start / stop, Use start / stopSneaking or item use changes
Water enter / exit, Lava enter / exitThe target enters or leaves the fluid

Counters start at 0. First tick and Last tick are inclusive. Tick list accepts 0, 2-4, 7 and overrides those bounds. Every N ticks and Offset filter the selection further. Tick selections allow 0–1199; repeat periods allow up to 1200 ticks.

Repeat can inherit the program period, never repeat, or repeat every N ticks. Once per trigger prevents execution on later ticks until that counter restarts. State counters stop being active when their state ends; event counters remain active until the next occurrence or reset.

Only moving, Jump key held and Wait for damage are shared gates. Disable Only moving for stationary, move-stop or dismount rules. For an action only on a transition, select tick 0 with no repeat or enable Once per trigger. Use Player or Player or vehicle for a dismount action on foot.

Unmet gates, environment or conditions can Reset, Pause or Continue a rule's clock. Menus and world changes do not replay missed transitions.

Motion and physics

Rules run in list order. Before and After surround movement; additional stages surround Jump, Acceleration, Collision, Gravity and Drag. Packet runs before movement-packet construction. Stages only run when that movement path reaches them.

TabControls
MotionHorizontal/vertical Set, Add or Multiply; grounded jump; partial strafe; direction; independent world X/Z velocity; tick speed
PhysicsAcceleration, gravity, horizontal drag, vertical drag and local fall distance
ConditionsAll, Any or None; comparisons, Not, tolerance and arithmetic with another metric

Motion uses blocks/tick. Explicit horizontal speed is limited to 0–10; vertical and world-axis velocity to -10–10. World X/Z apply after horizontal speed and steering. Off preserves the current value.

Strafe Blend interpolates toward the selected direction. Preserve speed turns without reducing magnitude and limits the turn angle. Direction can follow input, camera, server yaw or existing travel.

Physics operations use Set, Add or Multiply. Drag is the fraction of velocity retained, not a percentage to subtract. Physics coefficients are bounded to -10–10; fall distance to 0–100,000 blocks. Tick speed allows 0.05–10× and is shared with other timer users.

Living mounts support their normal travel and jump stages. Boats support gravity, drag, paddle acceleration and velocity edits; use vertical motion rather than the grounded jump action. Separate Elytra or special-effect movement can bypass a physics stage.

Conditions can compare speed, vertical velocity, fall distance, ground distance, movement and collision state, input, item use, hurt time, health, effect levels, block friction, riding state and queued packet count. Combine supports Add, Subtract, Multiply and Divide by another metric. Invalid arithmetic, including division by zero, does not match. Ground distance checks up to 32 blocks; boolean values use 1/0.

Packet fields

Enable Edit movement packet to set position and rotation offsets, Ground and Collision. Keep preserves a field; True or False overrides the reported state. Vehicle packets have no Collision field.

ApplyBehavior
While matchingEvaluates when a movement packet is constructed
Next packetCaptures the edit when the selected rule phase matches, then applies it to the next outgoing movement packet for the target

Next packet is useful when a rule changes the value that triggered it, such as resetting fall distance. A cancelled send leaves it armed; a sent or queued packet consumes it. Repeated triggers before that packet coalesce. Edits, menus, corrections, target/world changes and disabling clear pending edits.

Offsets change reported packet fields; they do not move the local entity or force a new packet every tick.

Packet delivery

ActionBehavior
OffLeaves delivery unchanged
DelayDelays each matching packet by a fixed time
QueueHolds matching packets until release or a limit
ReleaseStops holding and drains in order; zero packets/tick releases everything
FlushReleases the current queue and keeps the capture policy active

Select Movement, Input, Interactions or Movement and actions. Movement includes player and vehicle movement; Input includes paddles and sprint/sneak commands; Interactions includes attacks, uses, swings, block actions and slot changes.

A started hold continues between rule triggers until Release, reset or a new policy. Delay and maximum hold allow up to 10 seconds; capacity allows up to 1,024 packets. The oldest packets release when a limit is reached. New matching arrivals stay behind a queue that is draining.

Keepalives, teleport confirmations, resource-pack replies, chat and protocol transitions are not delayed by Motion Modifier. Another module's hold can keep packets queued after Release. Menus, edits and disabling release this module's queue; corrections and world/target changes discard stale movement and actions.

Diagnostics and corrections

Diagnostics shows rule activity, motion, queued holds and conflicting module/script writes. Release drains owned holds; Clear trace clears the history.

On correction, choose Reset, Pause, Cooldown or Disable. Cooldown accepts 1–1200 eligible ticks. Resume clears pause/cooldown and restarts counters. A correction preserves the preceding 32 trace records for inspection.

Modules overview

Enable modules in ClickGUI or with .toggle <module_id>. Disabler is temporarily unavailable in ClickGUI.

CategoryCountModules
Combat25Aim Assist, Anchor Macro, Anti Bot, Attack Delay, Auto Clicker, Auto Pot, Auto Shield, Auto Totem, Backtrack, Bow Aimbot, Criticals, Crystal Macro, Fake Lag, Ghost Hand, Hit Crystal, Hit Select, Kill Aura, Reach, S Tap, Safe Anchor, Shield Breaker, Sound FX, Triggerbot, Velocity, W Tap
Movement15Chorus Delay, Click TP, Fast Stop, Fly, Inventory Move, Keep Sprint, Motion Modifier, No Clip, No Slow, Parkour, Safe Walk, Speed, Spider, Strafe, Target Strafe
Utility24Anti AFK, Anti Exploit, Anti Hunger, Anti Void, Auto Armor, Auto Chest, Auto Disconnect, Auto Login, Auto Tool, Blink, Chat QOL, Chest Stealer, Discord RPC, Fast Use, Inventory Manager, IRC, Middle Click, No Fall, No Rotate, Proxy, Scripts, Self Freeze, Spoofer, X Carry
Visual32Ambience, Anti Resource Pack, Attack Effects, Block ESP, Cape, Chams, China Hat, Click GUI, Death Effects, Death Waypoints, ESP, Freecam, Full Bright, HUD, Item ESP, Item Physics, Jump Circle, Logoff Spots, Name Tags, No Render, Projectile Prediction, Rain Particles, Routes, Shulker Preview, Skin Changer, Streamer Mode, Tracers, Tunnel ESP, View Model, Visual FX, Xray, Zoom
World9Auto Farm, Base Finder, Clutch, Fake Player, Fast Break, Ghost Block, Phase, Scaffold, Timer

Combat modules

Aim Assist

Command ID: aim_assist.

Adjusts aim toward targets within Range and FOV.

SettingDefaultValues and limits
TargetsPlayersTarget filters
Range4.5 b0–8 blocks, step 0.1
FOV45°5–180 °, step 1
Smoothing0.220.01–1, step 0.01
Strength45%0–100 %, step 1
Accuracy85%0–100 %, step 1
HitboxBodyClosest, Head, Neck, Body, Feet

Anchor Macro

Command ID: anchor_macro.

Automates anchor placement, charging, and detonation.

Keep anchors and glowstone available, then hold use; disable Safe Anchor first.

SettingDefaultValues and limits
Action Delay0 ms0–250 ms, step 1
Require Mouse PressedOnOn / Off
Restore SlotOnOn / Off
Explosive Dimensions OnlyOnOn / Off

Anti Bot

Command ID: antibot.

Excludes detected fake players from combat targeting. Player list, Profile mismatch and Server checks can be enabled separately. Detection delay gives new players time to appear in the server's player list.

SettingDefaultValues and limits
Player listOnOn / Off
Profile mismatchOnOn / Off
Server checksOnOn / Off
Detection delay20 t0–100 ticks, step 1

Attack Delay

Command ID: attack_delay.

Reduces the delay after a missed attack.

Set Max cooldown to 0 to remove it.

SettingDefaultValues and limits
Max cooldown0 t0–9 ticks, step 1

Auto Clicker

Command ID: auto_clicker.

Automates left/right clicks; hold the chosen button while Require pressed is on.

SettingDefaultValues and limits
ButtonsLeftLeft, Right
Require pressedOnOn / Off
Left timingCooldownCooldown, CPS
Left CPS10 CPS1–20 CPS, step 1
Right CPS10 CPS1–20 CPS, step 1

Auto Pot

Command ID: autopot.

Throws beneficial splash potions from your hotbar or offhand. Automatic uses health and effect thresholds; On toggle throws once and disables itself.

Keep the required potions available. Ground only is on by default; menus, item use, Freecam and Scaffold pause throwing.

SettingDefaultValues and limits
ActivationAutomaticAutomatic, On toggle
PotionsHealing, RegenHealing, Regen, Speed, Strength, Fire res
Health threshold12 HP1–20 HP, step 0.1
Refresh effects below3 s0–15 s, step 0.1
Throw delay750 ms250–3000 ms, step 1
Ground onlyOnOn / Off
Silent aimAcceleration, Silent, 120°, 40°Rotation controls

Auto Shield

Command ID: auto_shield.

Automatically blocks nearby melee threats with a held shield.

Equip a shield in either hand and choose Smart, Swing, or Always.

SettingDefaultValues and limits
ModeSmartSmart, Swing, Always
TargetsPlayers, HostileTarget filters
Range4.5 b2–6 blocks, step 0.1
Aim tolerance0.3 b0–0.6 blocks, step 0.01
Release delay100 ms0–250 ms, step 1
Line of sightOnOn / Off

Auto Totem

Command ID: auto_totem.

Equips totems in your offhand using inventory clicks or an instant swap.

SettingDefaultValues and limits
ModeLegitLegit, Instant
Hotbar Slot91–9, step 1
Automatic RefillOffOn / Off
Auto Open InventoryOffOn / Off
Min Delay0 ms0–250 ms, step 1
Max Delay0 ms0–250 ms, step 1
Auto Switch HotbarOffOn / Off
Switch Health10 HP1–20 HP, step 1

Backtrack

Command ID: backtrack.

Delays target position updates.

SettingDefaultValues and limits
ModeRangeRange, Attack
Color#FFFFFFColor picker with alpha
Range mode > Range3–6 b1–10 blocks, step 0.1
Range mode > Chance100%5–100 %, step 1
Range mode > Require real fartherOffOn / Off
Range mode > Reset on attackOffOn / Off
Range mode > VisualizeOnOn / Off
Attack mode > Range6 b1–10 blocks, step 0.1
Attack mode > Max Time500 ms50–2000 ms, step 1
Attack mode > Min. Reach0.3 b0.05–1 blocks, step 0.01
Attack mode > Min Distance3 b1–6 blocks, step 0.1
Attack mode > VisualizeOffOn / Off

Bow Aimbot

Command ID: bow_aimbot.

Aims a drawn bow using projectile and target prediction. Choose targets by Angle or Distance; Range and FOV limit selection. Draw and release the bow yourself.

SettingDefaultValues and limits
TargetsPlayers, HostileTarget filters
PreferAngleAngle, Distance
Range60 b5–120 blocks, step 1
FOV90°1–180 °, step 1
Silent aimAcceleration, Silent, 120°, 40°Rotation controls

Criticals

Command ID: criticals.

Attempts critical hits on eligible attacks.

SettingDefaultValues and limits
ModePacketPacket
Packet mode > Ground onlyOffOn / Off

Crystal Macro

Command ID: crystal_macro.

Automates crystal placement and attacks.

Aim manually and hold use with the required items available.

SettingDefaultValues and limits
Action Delay0 ms0–250 ms, step 1
Require Mouse PressedOnOn / Off
Required ItemsEnd CrystalEnd Crystal, Obsidian, Sword

Fake Lag

Command ID: fakelag.

Delays outgoing packets near targets.

Dynamic mode uses the target Range; Constant mode runs timed bursts without a range filter.

SettingDefaultValues and limits
ModeDynamicConstant, Dynamic
TargetsPlayersTarget filters
Range2.5–4.5 b0–10 blocks, step 0.1
Delay80–140 ms0–500 ms, step 1
Recoil160 ms0–500 ms, step 1
Spoof PingOffOn / Off
Flush OnEntity Interact, Block Interact, Item Interact, ActionEntity Interact, Block Interact, Item Interact, Action
VisualizeOnOn / Off
Color#FFFFFFColor picker with alpha

Ghost Hand

Command ID: ghost_hand.

Targets players through walls within normal reach.

Enable Interact through walls to target usable blocks too.

SettingDefaultValues and limits
Interact through wallsOffOn / Off

Hit Crystal

Command ID: hitcrystal.

Combines melee hits with obsidian/crystal placement; keep crystals, optional obsidian, and a weapon in your hotbar.

SettingDefaultValues and limits
TargetsPlayersTarget filters
ActivationHit + holdHit + hold, On hit, Right-click combo
Starting itemAny itemAny item, Sword or axe
Slot switchingVisibleVisible, Silent, Manual
Select melee weaponOffOn / Off
Range3 b1–4.5 blocks, step 0.1
Place range4.45 b1–4.5 blocks, step 0.01
Action delay0 ms0–500 ms, step 1
Place obsidianOnOn / Off
Prefer smaller turnsOffOn / Off
Silent aimAcceleration, Silent, 120°, 40°Rotation controls
Damage checksOffOff, Self damage, Full
Minimum health8 HP1–20 HP, step 1
Minimum damage4 HP0–36 HP, step 0.1
Maximum self damage8 HP0–36 HP, step 0.1

Hit Select

Command ID: hit_select.

Times Kill Aura and Triggerbot attacks for natural critical hits. It does not change movement or sprinting; manual attacks remain immediate. It yields to Criticals while that module is enabled.

Kill Aura

Command ID: killaura.

Automatically targets and attacks entities.

SettingDefaultValues and limits
ModeSwitchSingle, Switch
TargetsPlayersTarget filters
Hit distance3 b0–3 blocks, step 0.1
Rotation range5 b3–8 blocks, step 0.1
FOV180°1–180 °, step 1
Require weaponOffOn / Off
Require attack keyOffOn / Off
Silent aimInstant, Silent, 90°, 20°Rotation controls
VisualsNoneBox
Box styleFillFill, Outline, Filled Box, Corners

Reach

Command ID: reach.

Extends attack reach; Exploit mode teleports toward targets for an attack.

SettingDefaultValues and limits
ModeLegitLegit, Exploit
Range3–3.5 b3–4 blocks, step 0.01
Teleport range32 b4–128 blocks, step 1
Step distance3 b1–8 blocks, step 1
Attack delay250 ms0–2000 ms, step 1
ReturnOffOn / Off
TargetsPlayersTarget filters

S Tap

Command ID: s_tap.

Applies brief backward input after attacks, subject to Chance.

SettingDefaultValues and limits
Chance100%1–100 %, step 1
Delay1–1 t1–5 ticks, step 1

Safe Anchor

Command ID: safe_anchor.

Automates anchor placement and detonation with required glowstone cover.

Keep anchors and glowstone available, aim at a valid surface, and hold use; disable Anchor Macro first.

Confirm Cover waits for the protective block confirmation; Sneak Mode chooses the sneak method, and Same Tick Switch permits switching within the action tick.

SettingDefaultValues and limits
Action Delay0 ms0–250 ms, step 1
Require Mouse PressedOnOn / Off
Restore SlotOnOn / Off
Explosive Dimensions OnlyOnOn / Off
Confirm CoverOffOn / Off
Sneak ModeSpoofSpoof, Real
Same Tick SwitchOnOn / Off
Silent aimInstant, Silent, 90°, 20°Rotation controls

Shield Breaker

Command ID: shield_breaker.

Switches to a hotbar axe to break shields.

SettingDefaultValues and limits
ModeInstantInstant, Legit
Range3 b1–6 blocks, step 0.1
Sync reachOffOn / Off
Requirements > Only when blockingOnOn / Off
Requirements > Require weaponOnOn / Off
Requirements > Auto switch backOnOn / Off
Requirements > Prefer best axeOnOn / Off
TargetsPlayersTarget filters
Instant mode > Swing handOnOn / Off
Instant mode > Modern cooldownOnOn / Off
Legit mode > Switch delay50–150 ms0–250 ms, step 1
Legit mode > Attack delay50–100 ms0–250 ms, step 1
Legit mode > Switch back delay50–100 ms0–250 ms, step 1
Legit mode > Re-breakOffOn / Off

Sound FX

Command ID: soundfx.

Plays the selected local hit sound.

SettingDefaultValues and limits
SoundBall TapBall Tap, Fast Punch, Small Hit, Metal Hammer Hit, Punch Through Air, Short Slap
Volume100%0–200 %, step 1

Triggerbot

Command ID: triggerbot.

Attacks eligible crosshair targets.

SettingDefaultValues and limits
TargetsPlayersTarget filters
Threshold90%90–110 %, step 1
Attack reach2.5–3 b2.5–3 blocks, step 0.01
Multipoint100%1–100 %, step 1

Velocity

Command ID: velocity.

Adjusts received knockback using Normal, Grim or Vulcan.

In Vulcan, Vertical Strength changes subsequent gravity: 0% is 10×, 50% is 5.5×, and 100% is normal gravity. It does not scale the incoming vertical knockback. Disable an equivalent Motion Modifier rule to avoid applying it twice.

SettingDefaultValues and limits
ModeNormalNormal, Grim, Vulcan
Normal mode > Horizontal0%0–100 %, step 1
Normal mode > Vertical100%0–100 %, step 1
Normal mode > Only while targetingOffOn / Off
Normal mode > Delay until groundOffOn / Off
Grim mode > Jump on groundOffOn / Off
Grim mode > Delay until groundOffOn / Off
Vulcan mode > Vertical Strength0%0–100 %, step 1

W Tap

Command ID: w_tap.

Resets sprint input after attacks.

SettingDefaultValues and limits
ModeNormalNormal, Smart
Chance100%1–100 %, step 1
Delay1–1 t1–5 ticks, step 1
Spacing buffer0.15 b0–1 blocks, step 0.01
Max release4 t1–8 ticks, step 1

Movement modules

Chorus Delay

Command ID: chorus_delay.

Defers chorus-fruit teleportation for up to Max Delay in milliseconds.

SettingDefaultValues and limits
Draw BoxOnOn / Off
Box Color#FFFFFFColor picker with alpha
Max Delay5000 ms1000–10000 ms, step 1

Click TP

Command ID: clicktp.

Right-click a target block to teleport onto it; the preview marks the selected destination.

SettingDefaultValues and limits
Range64 b1–128 blocks, step 1
Color#FFFFFF40Color picker with alpha
Line width1 px1–4 px, step 1

Fast Stop

Command ID: fast_stop.

Scales horizontal velocity after movement input ends.

SettingDefaultValues and limits
Multiplier0.5×0–1 ×, step 0.01
ConditionsOn ground, In airOn ground, In air

Fly

Command ID: flight.

Controls airborne movement.

SettingDefaultValues and limits
ModeVanillaVanilla, Air Walk, Packet
Vanilla mode > Speed20 b/s2–200 blocks/s, step 1
Vanilla mode > Anti kickOnOn / Off
Packet mode > Speed2 b/s1–100 blocks/s, step 1

Inventory Move

Command ID: inventory_move.

Allows movement while inventory screens are open.

Keep Sprint

Command ID: keep_sprint.

Maintains sprinting.

SettingDefaultValues and limits
OmnidirectionalOffOn / Off

Motion Modifier

Command ID: motion_modifier.

Applies ordered movement, physics and packet rules to your player or controlled vehicle. Open Edit motion to build rules and inspect Diagnostics. Opening the editor does not enable the module.

See Motion Modifier rules for triggers, timing, conditions and packet controls.

No Clip

Command ID: noclip.

Lets you fly through blocks.

Use movement keys, jump to ascend, and sneak to descend.

SettingDefaultValues and limits
Speed6 b/s2–20 blocks/s, step 1
Disable on setbackOnOn / Off

No Slow

Command ID: no_slow.

Reduces item-use slowdown with Vanilla or Universal. Allow sprinting controls sprinting while using an item.

SettingDefaultValues and limits
Slow downOffOn / Off
ModeVanillaVanilla, Universal
Allow sprintingOnOn / Off

Parkour

Command ID: parkour.

Triggers jumping at the configured distance from a block edge.

SettingDefaultValues and limits
Distance From Edge0 b0–1 blocks, step 0.01

Safe Walk

Command ID: safe_walk.

Stops or sneaks near ledges. Edge distance controls how close you approach; Minimum fall distance allows smaller drops.

SettingDefaultValues and limits
ModeStopStop, Sneak
Edge distance0.15 b0–0.5 blocks, step 0.005
Minimum fall distance0.6 b0.5–20 blocks, step 0.1

Speed

Command ID: speed.

Increases movement speed using Vanilla or Strafe mode.

SettingDefaultValues and limits
ModeVanillaVanilla, Strafe
Vanilla mode > Speed20 b/s2–200 blocks/s, step 1
Vanilla mode > Auto jumpOnOn / Off
Fast stopOffOn / Off

Spider

Command ID: spider.

Applies upward velocity during wall collision.

SettingDefaultValues and limits
Speed10 b/s2–200 blocks/s, step 1

Strafe

Command ID: strafe.

Adjusts horizontal movement under selected ground and air conditions.

SettingDefaultValues and limits
ModeNormalNormal, Vulcan
Strength100%1–100 %, step 1
ConditionsOn ground, In airOn ground, In air

Target Strafe

Command ID: target_strafe.

Orbits or follows behind Kill Aura's target.

SettingDefaultValues and limits
Strafe modeCircleCircle, Behind
Range3 b0.1–6 blocks, step 0.1
Jump keyOnOn / Off
Require moduleEitherOff, Speed, Strafe, Either
Avoid dropsOnOn / Off
Reverse on collisionOnOn / Off
Show ringOnOn / Off
Auto 3rd personOffOn / Off

Utility modules

Anti AFK

Command ID: anti_afk.

Performs an action after you stop moving or looking around.

SettingDefaultValues and limits
ActionJumpJump, Look, Swing
Idle time40 s5–300 s, step 1

Anti Exploit

Command ID: anti_exploit.

Filters malformed items and excessive particles, entities or block data. Hide Fabric negotiation suppresses Fabric handshake data; Consistent brand keeps brand reporting consistent. Allow blocked servers permits connections to addresses on Minecraft's server blocklist and defaults Off.

SettingDefaultValues and limits
Allow blocked serversOffOn / Off
Hide Fabric negotiationOnOn / Off
Consistent brandOnOn / Off
Particle GuardOnOn / Off
Malformed Item GuardOnOn / Off
Entity GuardOnOn / Off
Block GuardOnOn / Off

Anti Hunger

Command ID: anti_hunger.

Reduces movement-related hunger loss using ground/sprint reporting.

SettingDefaultValues and limits
ModeNoCheatPlusVanilla, NoCheatPlus
Ground spoofOffOn / Off
Sprint spoofOnOn / Off

Anti Void

Command ID: anti_void.

Attempts to recover your position after falling into the void.

Auto Armor

Command ID: auto_armor.

Equips available armor upgrades.

SettingDefaultValues and limits
Delay50–100 ms0–250 ms, step 1

Auto Chest

Command ID: auto_chest.

Transfers iron, gold, diamonds and emeralds in chests. Use Deposit key and Withdraw key to assign the actions; defaults are = and -.

SettingDefaultValues and limits
Delay50 ms0–250 ms, step 1
Auto depositOnOn / Off
Withdraw key-Keybind
Deposit key=Keybind

Auto Disconnect

Command ID: auto_disconnect.

Disconnects on low health or nearby unfamiliar players; reconnect manually after it triggers.

SettingDefaultValues and limits
Low healthOnOn / Off
Health6 HP1–20 HP, step 1
Include absorptionOnOn / Off
Only without totemsOffOn / Off
Nearby playersOffOn / Off
Player range16 b2–64 blocks, step 1
Join grace3 s0–15 s, step 1

Auto Login

Command ID: auto_login.

Responds to server login prompts using your saved password. Only on server restricts it to the configured address; turn it off to allow other servers. Auto register also responds to registration prompts.

Passwords remain separate from shared configs. Reconnect after three failed attempts.

SettingDefaultValues and limits
Only on serverOnOn / Off
ServerEmptyText
PasswordEmptyText
Auto registerOffOn / Off
Delay500 ms100–2000 ms, step 1

Auto Tool

Command ID: auto_tool.

Selects the best available hotbar tool for the block being mined.

Command ID: blink.

Holds network packets until released.

Disable to release queued packets, or configure Pulse for timed releases.

SettingDefaultValues and limits
ModeNormalNormal, Attack
DirectionInbound, OutboundInbound, Outbound
PulseOffOn / Off
Pulse delay1000–2000 ms50–10000 ms, step 1
Activation Distance6 b0.1–12 blocks, step 0.1
Attack Distance3 b0.1–12 blocks, step 0.1
Single UseOffOn / Off
Visualizer > EnabledOnOn / Off
Visualizer > Color#FFFFFF40Color picker with alpha
Visualizer > Through WallsOnOn / Off
Visualizer > BreadcrumbsOffOn / Off

Chat QOL

Command ID: chat_qol.

Adds right-click chat copying and duplicate-message folding.

SettingDefaultValues and limits
Right Click CopyOnOn / Off
Copy Color CodesOffOn / Off
Anti SpamOnOn / Off

Chest Stealer

Command ID: chest_stealer.

Quick-moves items from chests into your inventory.

Enable Smart to filter useful items and upgrades.

SettingDefaultValues and limits
Delay50–100 ms0–250 ms, step 1
SmartOnOn / Off
Highlight itemsOnOn / Off

Discord RPC

Command ID: discord_rpc.

Publishes game activity through Discord Rich Presence, with optional server-detail suppression.

SettingDefaultValues and limits
Hide serverOffOn / Off

Fast Use

Command ID: fast_use.

Removes the local placement cooldown while Placements is on. Enable EXP Bottles to remove the use delay for experience bottles.

SettingDefaultValues and limits
PlacementsOnOn / Off
EXP BottlesOffOn / Off

Inventory Manager

Command ID: inventory_manager.

Sorts enabled item categories into configured hotbar slots. Each slot control selects its destination and item choice; disable categories you want to manage yourself.

SettingDefaultValues and limits
Delay50–100 ms0–250 ms, step 1
Sword1Off, 1, 2, 3, 4, 5, 6, 7, 8, 9
Pickaxe2Off, 1, 2, 3, 4, 5, 6, 7, 8, 9
End Crystals3Off, 1, 2, 3, 4, 5, 6, 7, 8, 9
Blocks4Off, 1, 2, 3, 4, 5, 6, 7, 8, 9
Obsidian5Off, 1, 2, 3, 4, 5, 6, 7, 8, 9
Totems6Off, 1, 2, 3, 4, 5, 6, 7, 8, 9
Golden Apples7Off, 1, 2, 3, 4, 5, 6, 7, 8, 9
Ender Pearls8Off, 1, 2, 3, 4, 5, 6, 7, 8, 9

IRC

Command ID: irc.

Shows Xiaoli player indicators.

Use .whisper and .reply for direct messages.

SettingDefaultValues and limits
Show Xiaoli UsersOnOn / Off

Middle Click

Command ID: middle_click.

Middle-click a player to toggle friendship, or use a pearl/rocket from your hotbar or offhand.

Smart uses a rocket while gliding and a pearl otherwise.

SettingDefaultValues and limits
ActionSmartSmart, Pearl, Rocket, Friend
Friend on playerOnOn / Off
Slot switchVisibleVisible, Silent

No Fall

Command ID: no_fall.

Changes fall reporting to attempt to prevent fall damage.

No Rotate

Command ID: no_rotate.

Preserves camera orientation after server rotation changes.

SettingDefaultValues and limits
Silent aimInstant, Silent, 90°, 20°Rotation controls
Ignore teleportsOnOn / Off

Proxy

Command ID: proxy.

Routes new connections through a proxy.

Configure it under Multiplayer → Proxy profiles.

SettingDefaultValues and limits
TypeSOCKS5SOCKS5, Http Connect
HostEmptyText
Port10801–65535, step 1
AuthenticationOffOn / Off
UsernameEmptyText
PasswordEmptyText

Scripts

Command ID: scripts.

Runs your last-used JavaScript automation. Open .scripts to edit Code or Blocks; disable the module to stop it. See Scripts and block editor.

Self Freeze

Command ID: self_freeze.

Holds your position by delaying incoming or outgoing packets.

Disable to release queued actions.

SettingDefaultValues and limits
ModeFreezeFreeze, Delay

Spoofer

Command ID: spoofer.

Overrides supported client-brand messages and corresponding Discord activity branding.

SettingDefaultValues and limits
Spoof clientLunarLunar, Norisk, Fabric, Default
Client spoofOnOn / Off

X Carry

Command ID: xcarry.

Keeps items in crafting slots after closing the inventory.

Visual modules

Ambience

Command ID: ambience.

Changes local time, sky and fog. Each sky style keeps its own controls; turn off Use client accent to choose its colors.

Fog changes the visible atmosphere without reducing chunk or entity render distance. Start distance is limited to 128 blocks.

SettingDefaultValues and limits
StyleOffOff, Starfield, Prism, Nebula, Tempest, Afterglow, Porcelain, Overcast, Undertow
Starfield mode > Use client accentOffOn / Off
Starfield mode > Accent#B694F2Color picker with alpha
Starfield mode > Strength100%0–100 %, step 1
Starfield mode > Speed0.5×0–2 ×, step 0.01
Starfield mode > Scale1×0.25–4 ×, step 0.01
Prism mode > Use client accentOffOn / Off
Prism mode > Accent#B694F2Color picker with alpha
Prism mode > Strength100%0–100 %, step 1
Prism mode > Speed0.5×0–2 ×, step 0.01
Prism mode > Scale1×0.25–4 ×, step 0.01
Nebula mode > Use client accentOffOn / Off
Nebula mode > Accent#B694F2Color picker with alpha
Nebula mode > Strength100%0–100 %, step 1
Nebula mode > Speed0.5×0–2 ×, step 0.01
Nebula mode > Scale1×0.25–4 ×, step 0.01
Tempest mode > Use client accentOffOn / Off
Tempest mode > Accent#B694F2Color picker with alpha
Tempest mode > Strength100%0–100 %, step 1
Tempest mode > Speed0.3×0–2 ×, step 0.01
Tempest mode > Scale1×0.25–4 ×, step 0.01
Afterglow mode > Use client accentOffOn / Off
Afterglow mode > Accent#B694F2Color picker with alpha
Afterglow mode > Strength100%0–100 %, step 1
Afterglow mode > Speed0.3×0–2 ×, step 0.01
Afterglow mode > Scale1×0.25–4 ×, step 0.01
Porcelain mode > Use client accentOffOn / Off
Porcelain mode > Accent#B694F2Color picker with alpha
Porcelain mode > Strength100%0–100 %, step 1
Porcelain mode > Speed0.3×0–2 ×, step 0.01
Porcelain mode > Scale1×0.25–4 ×, step 0.01
Overcast mode > Use client accentOffOn / Off
Overcast mode > Accent#B694F2Color picker with alpha
Overcast mode > Strength100%0–100 %, step 1
Overcast mode > Speed0.3×0–2 ×, step 0.01
Overcast mode > Scale1×0.25–4 ×, step 0.01
Undertow mode > Use client accentOffOn / Off
Undertow mode > Accent#B694F2Color picker with alpha
Undertow mode > Strength100%0–100 %, step 1
Undertow mode > Speed0.3×0–2 ×, step 0.01
Undertow mode > Scale1×0.25–4 ×, step 0.01
Use real timeOffOn / Off
Time1000 t0–23450 ticks, step 1
End skyOffOn / Off
Fog > Ambient fogOffOn / Off
Fog > Start distance32 b0–128 blocks, step 1
Fog > Transition length96 b1–512 blocks, step 1
Fog > Color#FFFFFFB3Color picker with alpha

Anti Resource Pack

Command ID: anti_resource_pack.

Blocks automatic server resource-pack application.

Attack Effects

Command ID: attack_effects.

Adds attack particles for selected targets.

SettingDefaultValues and limits
ModeRippleNone, Critical, Sharpness, Ripple, Impact
Color#FFFFFFColor picker with alpha
Size1×0.35–1.5 ×, step 0.01
Intensity10.25–2, step 0.01
TargetsPlayers, Hostile, PassiveTarget filters

Block ESP

Command ID: blockesp.

Highlights selected blocks in loaded chunks. Open Blocks to search and select several types; each entry can use the global ESP/tracer color or its own colors.

Filter Veins limits connected groups by Vein Size. Shape selects Outline, Fill or Filled Box. Color opacity changes the fill in Filled Box; the outline stays visible.

SettingDefaultValues and limits
BlocksNoneOpen the block selector
Range128 b1–512 blocks, step 1
Filter VeinsOffOn / Off
Vein Size1–64 b1–64 blocks, step 1
ShapeOutlineOutline, Fill, Filled Box
ESP Color#FFFFFFColor picker with alpha
TracersOffOn / Off
Tracer Color#5516D2Color picker with alpha

Cape

Command ID: cape.

Selects your active cape from those owned by your account. Type lists your available capes; N/A appears when none are available.

Chams

Command ID: chams.

Changes entity materials and optionally shows them through walls.

Choose Original, Color, or Textured; enable Gradient or Liquid Marble for effects.

SettingDefaultValues and limits
MaterialOriginalOriginal, Color, Textured
Color#FFFFFFB3Color picker with alpha
GradientOffOn / Off
Bottom Color#B694F2B3Color picker with alpha
TargetsPlayers, Hostile, Passive, Local playerTarget filters
Through WallsOnOn / Off
Liquid MarbleOffOn / Off
Theme colorOffOn / Off
Accent#B694F2Color picker with alpha
Strength70%0–100 %, step 1
Speed0.5×0–2 ×, step 0.01
Scale1×0.25–4 ×, step 0.01

China Hat

Command ID: china_hat.

Renders a conical hat.

SettingDefaultValues and limits
Color ModeStaticStatic, Rainbow, Breathing
Color#FFFFFF99Color picker with alpha
LinesOnOn / Off
Radius0.7 b0.1–1.5 blocks, step 0.01
Height0.3 b0.1–1 blocks, step 0.01
Y Offset0 b-0.5–1 blocks, step 0.01

Click GUI

Command ID: click_gui.

Opens the module and config menu. Press Right Shift, then type to search when no field or popup owns the input. Ctrl+F focuses search explicitly.

Scale changes ClickGUI size independently of Minecraft's GUI scale. Editor text scale controls custom menu text. The top-right gear opens client settings.

SettingDefaultValues and limits
Allow movementOnOn / Off
Blur backgroundOnOn / Off
Show keybindsOnOn / Off
AnimationsOnOn / Off
Scale0.85×0.5–1.5 ×, step 0.01
Editor text scale1×0.75–2 ×, step 0.01

Death Effects

Command ID: death_effects.

Draws effects for selected entities you kill and for your own death when Local player is included.

SettingDefaultValues and limits
StyleGhostGhost, Implode
Kill effectsOnOn / Off
Death effectsOnOn / Off
Size1×0.5–2.5 ×, step 0.1
Color#FFFFFFColor picker with alpha
TargetsPlayers, Hostile, Passive, Local playerTarget filters

Death Waypoints

Command ID: death_waypoints.

Saves death locations and draws markers; use List deaths or Clear this world in its settings.

SettingDefaultValues and limits
No max distanceOffOn / Off
Render range512 b1–4096 blocks, step 1
Color#FFFFFF33Color picker with alpha
OutlineOnOn / Off
Line width1 px0.5–3 px, step 0.1
Through wallsOnOn / Off
LabelsOnOn / Off
Text size42–8, step 0.1

ESP

Command ID: esp.

Draws entity boxes and health bars.

SettingDefaultValues and limits
TargetsPlayers, Local playerTarget filters
BoxesOnOn / Off
Box styleOutlineOutline, 3D Box, Corners, 3D Corners, Scan Circle, Radius Circle, Filled Box, Glow ESP
Box borderOnOn / Off
Box color#FFFFFFColor picker with alpha
Health barsOnOn / Off
Health colorsDefaultDefault, Xiaoli, Custom
Top Color#FFFFFFColor picker with alpha
Bottom Color#5516D2Color picker with alpha
Health borderOnOn / Off
BloomOnOn / Off
Outline glowOffOn / Off

Freecam

Command ID: freecam.

Moves the camera independently while your player stays in place. Speed controls camera travel; Lock player head keeps the player's head from following the free camera.

SettingDefaultValues and limits
Speed20 b/s2–100 blocks/s, step 1
Lock player headOffOn / Off

Full Bright

Command ID: full_bright.

Overrides client lighting without modifying stored world light levels.

HUD

Command ID: hud.

Controls the HUD layout, client theme and shared surface opacity. Use the HUD editor for element-specific size, blur, outline and color options.

Theme defaults to Xiaoli. Custom exposes Primary color and Secondary color. Surface opacity defaults to 60%, with a 25–90% range.

Item ESP

Command ID: item_esp.

Highlights dropped items using their rendered model bounds. Choose the shared ESP box styles and enable Nametags to show item names and stack counts.

SettingDefaultValues and limits
BoxesOnOn / Off
Box styleOutlineOutline, 3D Box, Corners, 3D Corners, Scan Circle, Radius Circle, Filled Box, Glow ESP
Box borderOnOn / Off
Box color#FFFFFFColor picker with alpha
BloomOnOn / Off
Outline glowOffOn / Off
NametagsOffOn / Off

Item Physics

Command ID: item_physics.

Makes dropped items tumble, bounce, and settle.

SettingDefaultValues and limits
Air rotation speed120 °/s0–360 °/s, step 1
Wind20%0–100 %, step 1
Bounce25%0–100 %, step 1

Jump Circle

Command ID: jump_circle.

Shows a ripple when you land after a jump or fall.

SettingDefaultValues and limits
Color#FFFFFFColor picker with alpha
Radius2.2 b0.5–5 blocks, step 0.1

Logoff Spots

Command ID: logoff_spots.

Marks players' last-seen positions after logout.

SettingDefaultValues and limits
TargetsPlayersTarget filters
StyleOutline BoxOutline Box, Filled Box, 3D Corners, Ground Pulse
Duration300 s0–3600 s, step 1
Max Spots321–128, step 1
Render Distance192 b16–512 blocks, step 1
Outline Color#FFFFFFColor picker with alpha
Fill Color#5516D237Color picker with alpha
Accent Color#FF0000Color picker with alpha
Line Width1.5 px0.5–4 px, step 0.1
Through WallsOnOn / Off
Chat NotificationOnOn / Off

Name Tags

Command ID: nametags.

Renders selected entity information and status indicators.

SettingDefaultValues and limits
Blur BackgroundOffOn / Off
OutlineOffOn / Off
ElementsName, Health, DistanceName, Health, Distance, Equipment
IndicatorsSneaking, Strength, Invisible, BlockingSneaking, Strength, Invisible, Blocking
TargetsPlayers, Local playerTarget filters

No Render

Command ID: no_render.

Hides selected visual effects and overlays.

SettingDefaultValues and limits
Hurt CameraOnOn / Off
FireOnOn / Off
Fire BlocksOffOn / Off
SmokeOffOn / Off
PortalOnOn / Off
PumpkinOnOn / Off
NauseaOnOn / Off
Blindness / DarknessOnOn / Off
WeatherOnOn / Off
ArmorOffOn / Off
BossbarOffOn / Off
Totem AnimationOnOn / Off
ScoreboardOffOn / Off
ExplosionsOffOn / Off
Status EffectsOffOn / Off
Crystal PvP ParticlesOffOn / Off
CritsOffOn / Off
Totem Pop ParticlesOffOn / Off
Crystal InsideOffOn / Off
VignetteOnOn / Off

Projectile Prediction

Command ID: projectile_prediction.

Draws predicted paths and landing markers for selected projectile types, including a held-item preview when enabled. Path style and Landing style change the drawing without switching the other settings. Anti-aliasing is always enabled.

SettingDefaultValues and limits
Projectile entitiesArrows, Tridents, Pearls, Potions, Throwables, Fireballs, Wind chargesArrows, Tridents, Pearls, Potions, Throwables, Fireballs, Wind charges, Other
Predict own pathOnOn / Off
Path styleSolidSolid, Dashed, Dotted
Path color#FFFFFFColor picker with alpha
Thickness1.5 px0.5–6 px, step 0.1
Landing styleBoxBox, Cross, Ring
Landing color#3E1F66Color picker with alpha
Landing size0.2 b0.1–0.75 blocks, step 0.01
Simulation120 t20–240 ticks, step 1
Render range96 b16–192 blocks, step 1
Through wallsOnOn / Off

Rain Particles

Command ID: rain_particles.

Renders decorative falling particles independently of world weather.

SettingDefaultValues and limits
TextureMixedSnow, Firefly, Star, Circle, Mixed
Color#FFFFFFColor picker with alpha
Size1×0.25–3 ×, step 0.01
GlowOnOn / Off
Fall Speed3 b/s1–15 blocks/s, step 1
Amount10010–300, step 1

Routes

Command ID: routes.

Records movement and replays saved routes; use Start recording, Stop and save, and Saved routes, or route commands.

Replay from Here shifts the full route to your position; Start walks to the recorded starting point.

Up to 25 routes can be saved; recording requires a grounded start and stops on invalid movement or world changes.

SettingDefaultValues and limits
Show pathOnOn / Off
Route color#FFFFFFColor picker with alpha
Breadcrumb trailOffOn / Off
Trail color#5516D2Color picker with alpha
Trail length3 b1–8 blocks, step 0.1
Silent aimAcceleration, Silent, 90°, 30°Rotation controls

Shulker Preview

Command ID: shulker_preview.

Hover a shulker box to inspect its contents; turn on Hold Shift to show the preview only while Shift is held.

Hold Shift defaults Off.

SettingDefaultValues and limits
Hold ShiftOffOn / Off

Skin Changer

Command ID: skin_changer.

Shows a named player's skin on your local player. Enter a Minecraft username; clear Username to restore your own skin. Other players keep seeing your account's skin.

SettingDefaultValues and limits
UsernameEmptyText

Streamer Mode

Command ID: streamer_mode.

Replaces supported local server and username displays.

SettingDefaultValues and limits
Hide usernameOnOn / Off
Custom username中国间谍Text
Hide server IDOnOn / Off

Tracers

Command ID: tracers.

Draws colored lines to selected entity hitboxes.

SettingDefaultValues and limits
TargetsPlayersTarget filters
Tracer Color#FFFFFFColor picker with alpha

Tunnel ESP

Command ID: tunnelesp.

Highlights enclosed tunnels, diagonal passages, stairs and shafts in loaded chunks. Width and Height set passage dimensions.

Enable each type above its settings group. Tunnels use Minimum length; diagonals and stairs use Minimum steps; shafts use Minimum depth. Disabled types hide their settings.

Scanning contains the Y range, cave-air filter, required wall thickness, scan budget and section limit. Appearance controls shape, line width, through-wall rendering and tracers.

SettingDefaultValues and limits
Scan distance128 b16–192 blocks, step 1
Width1–3 b1–6 blocks, step 1
Height2–3 b1–6 blocks, step 1
TunnelsOnOn / Off
DiagonalsOnOn / Off
StairsOnOn / Off
1x1 shaftsOnOn / Off
3x1 shaftsOnOn / Off
Tunnel settings > Minimum length8 b3–32 blocks, step 1
Tunnel settings > Color#FFFFFF1FColor picker with alpha
Diagonal settings > Minimum steps5 steps3–24 steps, step 1
Diagonal settings > Band width2–3 b2–5 blocks, step 1
Diagonal settings > Color#5516D21FColor picker with alpha
Stair settings > Minimum steps6 steps3–24 steps, step 1
Stair settings > Headroom3–4 b2–6 blocks, step 1
Stair settings > Color#FF00001FColor picker with alpha
Shaft settings > Minimum depth8 b3–32 blocks, step 1
Shaft settings > 1x1 color#FFFFFF1FColor picker with alpha
Shaft settings > 3x1 shafts color#5516D21FColor picker with alpha
Appearance > ShapeBothOutline, Fill, Both
Appearance > Line width1 px0.5–3 px, step 0.1
Appearance > Through wallsOnOn / Off
Appearance > TracersOffOn / Off
Scanning > Limit Y rangeOffOn / Off
Scanning > Y range-64–319-64–319, step 1
Scanning > Reject cave airOnOn / Off
Scanning > Wall thickness1 b1–3 blocks, step 1
Scanning > Scan budget2 ms0.5–5 ms, step 1
Scanning > Section limit2048128–8192, step 1

View Model

Command ID: view_model.

Changes first-person animations, held-item position, rotation and scale. Choose Modern, Minimal or Recoil; Amount, Animation speed and Equip amount adjust the animation.

Hand effects offers Smoke, Sparks, Normal and Ghost. Ghost follows hand and item movement with fading textured silhouettes. Use Trail duration, Trail softness, Effect strength, Outline and optional Glow to adjust it.

Held items controls scale, offsets and rotations. Apply to both hands extends those transforms to the offhand.

SettingDefaultValues and limits
AnimationModernModern, Minimal, Recoil
Amount100%0–200 %, step 1
Animation speed1×0.25–3 ×, step 0.01
Equip amount0%0–100 %, step 1
Hand effects > EnabledOffOn / Off
Hand effects > Held itemsOffOn / Off
Hand effects > StyleSmokeSmoke, Sparks, Normal, Ghost
Hand effects > GradientOffOn / Off
Hand effects > Theme colorsOffOn / Off
Hand effects > Color#B694F2Color picker with alpha
Hand effects > Accent#5516D2Color picker with alpha
Hand effects > Opacity85%0–100 %, step 1
Hand effects > Effect strength100%0–200 %, step 1
Hand effects > Density1×0.25–3 ×, step 0.01
Hand effects > Trail duration180 ms50–600 ms, step 1
Hand effects > Trail softness7 px0–24 px, step 1
Hand effects > Flow speed1×0–3 ×, step 0.01
Hand effects > GlowOffOn / Off
Hand effects > Glow strength70%0–200 %, step 1
Hand effects > Glow radius14 px2–32 px, step 1
Hand effects > Outline1 px0–6 px, step 0.1
Hand effects > Outline strength100%0–200 %, step 1
Held items > Scale1×0.1–2 ×, step 0.1
Held items > Apply to both handsOffOn / Off
Held items > Offset X0 b-2–2 blocks, step 0.1
Held items > Offset Y0 b-2–2 blocks, step 0.1
Held items > Offset Z0 b-2–2 blocks, step 0.1
Held items > Rotation X0°-180–180 °, step 1
Held items > Rotation Y0°-180–180 °, step 1
Held items > Rotation Z0°-180–180 °, step 1

Visual FX

Command ID: visualfx.

Controls blur, bloom, accent lighting and ClickGUI effects. Liquid Marble is under Fun; Footprints adds fading round marks while moving on the ground.

SettingDefaultValues and limits
BlurOnOn / Off
Blur radius8 px1–20 px, step 1
Screen BlurOffOn / Off
Screen Blur Radius4 px1–20 px, step 1
BloomOffOn / Off
Bloom radius8 px1–20 px, step 1
Accent lightingOffOn / Off
Light intensity45%0–100 %, step 1
ClickGUI > Shader BackgroundOffOn / Off
ClickGUI > ParticlesOnOn / Off
Fun > Liquid MarbleOffOn / Off
Fun > Theme colorOffOn / Off
Fun > Accent#B694F2Color picker with alpha
Fun > Strength22%0–100 %, step 1
Fun > Speed0.5×0–2 ×, step 0.01
Fun > Scale1×0.25–4 ×, step 0.01
Footprints > EnabledOffOn / Off
Footprints > Color#5516D2Color picker with alpha
Footprints > Fade duration3 s0.5–10 s, step 0.1
Footprints > Size1×0.5–1.5 ×, step 0.1

Liquid Marble

Adds an animated marble effect to entities or the screen. Enable it in Chams or Visual FX → Fun; disable Theme color to choose an Accent.

Xray

Command ID: xray.

Highlights selected ores through walls in loaded chunks. Open Ores to select types and assign individual colors; Filter Veins limits connected groups by size.

Only block data received from the server can be shown. Server-hidden ore data remains unavailable.

SettingDefaultValues and limits
OresDiamond and emerald ores, including deepslate; ancient debrisOpen the block selector
Range128 b1–512 blocks, step 1
Filter VeinsOffOn / Off
Vein Size1–64 b1–64 blocks, step 1
ShapeOutlineOutline, Fill, Filled Box
ESP Color#FFFFFFColor picker with alpha
TracersOffOn / Off
Tracer Color#5516D2Color picker with alpha

Zoom

Command ID: zoom.

Narrows your field of view for a closer look.

Use a Hold bind for temporary zoom.

SettingDefaultValues and limits
Factor4×1–10 ×, step 0.1

World modules

Auto Farm

Command ID: auto_farm.

Harvests mature crops within reach and replants them.

Keep matching seeds or crops in your hotbar and stand within reach of the farm.

SettingDefaultValues and limits
Range4 b1–5 blocks, step 0.1
Delay100 ms0–500 ms, step 1
HarvestOnOn / Off
ReplantOnOn / Off
Crops > WheatOnOn / Off
Crops > CarrotsOnOn / Off
Crops > PotatoesOnOn / Off
Crops > BeetrootOnOn / Off
Crops > Nether wartOnOn / Off
Silent aimInstant, Silent, 90°, 20°Rotation controls

Base Finder

Command ID: base_finder.

Finds underground storage and activity clues in loaded terrain. Storage detections are visible bases; growth, excavation, redstone and entity evidence are leads to investigate.

Set Scan range, Base maximum Y and Minimum storage. Minimum confidence filters leads; Require recent activity requires activity evidence alongside storage.

Next lead changes the focused target. Mark found records a visited base; Raided / skip target retires it. Show found bases displays retired markers again. Clear session leads clears the current search leads.

Evidence HUD, the focused tracer, search areas, storage outlines and world labels can be controlled separately. Activity clues do not confirm a base or its contents; unseen server data cannot be searched.

SettingDefaultValues and limits
Search > Scan range128 b32–256 blocks, step 1
Search > Base maximum Y-1-60–0, step 1
Search > Clue search radius96 b32–160 blocks, step 1
Search > Minimum confidence35 /10010–85 /100, step 1
Search > Minimum storage8 b2–128 blocks, step 1
Search > Require recent activityOffOn / Off
Search > Scan budget2 ms1–5 ms, step 1
Amethyst > Amethyst minimum samples84–32, step 1
Amethyst > Amethyst mature share60%40–100 %, step 1
Activity methods > Amethyst maturityOnOn / Off
Activity methods > Aged kelpOnOn / Off
Activity methods > Surface kelpOnOn / Off
Activity methods > Honey accumulationOnOn / Off
Activity methods > Grounded vinesOnOn / Off
Activity methods > Long cave vinesOnOn / Off
Activity methods > Reed / cactus growthOnOn / Off
Activity methods > Long dripstoneOnOn / Off
Activity methods > Stripped geodeOffOn / Off
Activity methods > Harvested berry patchOffOn / Off
Activity methods > Buried excavationOnOn / Off
Activity methods > Rotated deepslateOnOn / Off
Activity methods > RedstoneOnOn / Off
Activity methods > Underground entitiesOnOn / Off
Activity methods > Underground activityOnOn / Off
Visuals > Evidence HUDOnOn / Off
Visuals > Focused tracerOnOn / Off
Visuals > Search areaOnOn / Off
Visuals > Outline storageOnOn / Off
Visuals > World labelsOnOn / Off
Visuals > World label size2×1–4 ×, step 0.02
Visuals > Show found basesOffOn / Off
Visuals > World markers81–24, step 1
Visuals > Activity clue color#FFFFFFColor picker with alpha
Visuals > Visible base color#5516D2Color picker with alpha
Visuals > Found base color#FF0000Color picker with alpha

Clutch

Command ID: clutch.

Predicts falls and places blocks within reach to catch you. Keep placeable blocks available. Walls only requires a side placement; turn it off to allow other valid supports. Silent aim controls placement rotation and return.

SettingDefaultValues and limits
Distance3 b1–6 blocks, step 0.1
Minimum Fall Distance2 b0–5 blocks, step 0.1
Walls onlyOnOn / Off
Silent aimLinear, Off, 180°, 80°Rotation controls
Silent aim > Return5 t0–20 ticks, step 1

Fake Player

Command ID: fake_player.

Spawns an invulnerable local practice player using a Minecraft username's skin.

Skin username defaults to Steve; use .fakeplayer <name> to spawn one and .fakeplayer remove to remove it.

SettingDefaultValues and limits
Skin usernameSteveText

Fast Break

Command ID: fast_break.

Adjusts mining progress and cooldown.

SettingDefaultValues and limits
Speed boostOnOn / Off
Speed20%1–100 %, step 1
Custom cooldownOnOn / Off
Cooldown0 t0–5 ticks, step 1
Break slowdownIn air, In water, Mining fatigueIn air, In water, Mining fatigue
Spoof ground stateOffOn / Off

Ghost Block

Command ID: ghostblock.

Places preview blocks visible only to you.

Hold a block and use it, or use .ghostblock; disable to clear previews.

Phase

Command ID: phase.

Lets you walk through walls while retaining the floor beneath you.

SettingDefaultValues and limits
Auto disableOnOn / Off

Scaffold

Command ID: scaffold.

Automatically places blocks beneath you. Mode and Technique each keep separate settings; first use starts from that combination's defaults, and returning restores your edits.

Choose Grim, Vulcan, Intave, Vanilla, Legit or Custom, then Normal, FastBridge, Expand, GodBridge, Breezy or Telly. Block supply selects hotbar or full-inventory refills; Block blacklist excludes unwanted blocks.

Keep Y controls placement height. SafeWalk controls edge handling; Tower handles upward building. Telly uses its own jump and placement sequence and hides controls that do not apply.

Placement prediction adjusts edge planning. Silent aim controls rotation, aim point and return; Static angle retains a bridging angle. Movement controls sprint, eagle, ledge recovery and technique-specific behavior. Packets controls swing visibility and extra placement attempts; Visuals controls the placement marker.

Defaults below are for Grim / Normal. Other combinations have their own defaults.

SettingDefaultValues and limits
ModeGrimVulcan, Grim, Intave, Vanilla, Legit, Custom
TechniqueNormalNormal, FastBridge, Expand, GodBridge, Breezy, Telly
Block supplyHotbarOff, Hotbar, Full inventory
Keep YOffOff, On, JumpKey, Falling
SafeWalkSneakNone, Stop, Sneak, On edge
Sneak pulseOffOn / Off
TowerNoneNone, Motion, Pulldown, Karhu, Vulcan
Keep tower yawOffOn / Off
Delay0–0 t0–5 ticks, step 1
RenderOnOn / Off
Full sprint (experimental)OffOn / Off
Placement > Block blacklistNoneOpen the block selector
Placement > Placement predictionNormalOff, Normal, Custom
Placement > Backoff0.2 b0–0.4 blocks, step 0.01
Placement > Cutoff0.05 b0–0.3 blocks, step 0.01
Placement > Warmup20–4, step 1
Placement > Expand > Length4 b1–10 blocks, step 1
Movement > Normal > EagleOffOn / Off
Movement > Normal > Every0–00–10, step 1
Movement > Normal > Edge0.01–0.05 b0.01–1.3 blocks, step 0.01
Movement > Normal > GroundOnlyOffOn / Off
Movement > Normal > DownOffOn / Off
Movement > Normal > StabilizeOnOn / Off
Movement > Normal > CeilingOffOn / Off
Movement > GodBridge > MovementJumpJump, Sneak, StopInput, Backwards
Movement > GodBridge > Jump every8 b1–20 blocks, step 1
Movement > GodBridge > Sneak every5 b1–20 blocks, step 1
Movement > GodBridge > Sneak duration1–1 t1–10 ticks, step 1
Movement > Breezy > Edge0.45–0.5 b0.25–0.5 blocks, step 0.01
Movement > SafeWalk > Distance0.1–0.15 b0.05–0.5 blocks, step 0.01
Movement > SafeWalk > Keep1–2 t1–20 ticks, step 1
Movement > SafeWalk > ModeStopStop, Invert, Center
Movement > SafeWalk > Sneak0–0 t0–20 ticks, step 1
Movement > SafeWalk > JumpOffOn / Off
Movement > Motion > Motion0.42 b/t0–1 blocks/tick, step 0.01
Movement > Motion > Trigger0.78 b0.76–1 blocks, step 0.01
Movement > Motion > Slow1×0–3 ×, step 0.01
Movement > Pulldown > Trigger0.1 b/t0–0.2 blocks/tick, step 0.01
Movement > Karhu > Timer5×0.1–10 ×, step 0.1
Movement > Karhu > Trigger0.06 b/t0–0.2 blocks/tick, step 0.01
Movement > Karhu > PulldownOnOn / Off
Movement > SprintUnchangedUnchanged, Sprint, No Sprint, Pause after place, Air only, Custom
Movement > ClientUnchangedUnchanged, Force sprint, No sprint, Pause after place, Air only
Movement > ServerUnchangedUnchanged, Force sprint, No sprint, Pause after place, Air only
Movement > Ledge recoveryOffOn / Off
Silent aimAcceleration, Silent, 160°, 80°Rotation controls
Silent aim > Aim pointCenterCenter, Random, Stabilized, Nearest rotation, Reverse yaw, Diagonal yaw, Angle yaw, Edge point
Silent aim > Angle randomization0°0–10 °, step 1
Silent aim > Static angleOffOn / Off
Silent aim > Reset threshold2°1–180 °, step 1
Silent aim > Return5 t1–30 ticks, step 1
Silent aim > Pause in inventoryOffOn / Off
Silent aim > TimingNormalNormal, On tick, On tick snap
Packets > SwingServer onlyVisible, Hidden, Server only, Client only
Packets > Extra attemptsOffOff, Failed, All
Packets > CPS5–81–100, step 1
Packets > PatternStabilizedStabilized, Efficient, Spamming, DoubleClick, Drag, Butterfly, NormalDistribution
Visuals > StyleNormalNormal, Custom
Visuals > PresetSmoothSmooth, Pop, Shrink, Trail
Visuals > Color#FFFFFF5AColor picker with alpha
Visuals > Outline#5516D2Color picker with alpha

Timer

Command ID: timer.

Applies a client tick-speed multiplier independently of server TPS.

SettingDefaultValues and limits
Game speed2×0.05–10 ×, step 0.01

Troubleshooting

Config loading

Repeat the load command within 30 seconds to discard unsaved changes, or choose Save or Discard in the config manager. .confirm applies to resets. Invalid config data does not partially replace the active settings.

A script will not start

Start with // @xiaoli-js 2 and fix the editor's reported error. Old #!xiaoli 1 and chat presets must be rewritten as JavaScript. Check metadata and module IDs for addons or script modules.

A script action stops

Close menus, check reach and required items, and clear anything held on the inventory cursor. Use await for actions and yielding waits in loops. Decision/render callbacks must remain synchronous and short.

Auto Farm misses a crop

Keep seeds in the hotbar, release attack/use, close menus and disable Ghost Block.

Auto Login does not respond

Check Password and Only on server. When filtering is enabled, match the saved server address and port. Reconnect after three failed attempts.

Media shows no track

Start playback in an app with Windows media controls, then enable Media in the HUD editor. Media integration is Windows-only.

A macro is slower than its delay

Check aim, required items and server response time; Safe Anchor also needs valid cover.

Motion Modifier does not run a rule

Check the global gates, selected target, counter, stage and conditions. Vehicle-only targets require a controlled vehicle. Use tick 0 for a transition action, and turn off Only moving when it should run while stationary. Diagnostics shows activity and conflicts.

ESP or Xray shows nothing

Check the enabled target/block types, range, style and color alpha. Block scans require loaded chunks and block data supplied by the server. Anti-xray-hidden ores cannot be recovered from absent data.

License or session errors

Check your dashboard license and network connection. If the client says the build is unavailable, download a supported build. Restart Minecraft when the error asks for a restart, then sign in again.