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.
| Setting | Default | Values and limits |
|---|---|---|
| Left timing | Cooldown | Cooldown or CPS; Auto Clicker only. |
| Left CPS | 10 | 1–20, step 1; visible in CPS timing. |
| Right CPS | 10 | 1–20, 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.
| Setting | Default | Choices or limits | Function |
|---|---|---|---|
| Aim curve | Module-dependent | Instant, Linear, Humanised, Sigmoid, Acceleration, Polar | Rotation smoothing style |
| Movement correction | Silent | Off, Strict, Silent, Change look | Change look also moves the camera. |
| Turn limit | Module-dependent | 5–360°, step 1 | Limits the rotation step for non-Instant models. Hidden for Instant. |
| Acceleration | Module-dependent | 1 to 90, step 1 | Controls how quickly turn speed changes in the Acceleration model. |
| Drift | 1.2 | 0.5 to 2, step 0.1 | Controls Humanised model drift. |
| Jitter | 0.12 | 0 to 0.3, step 0.01 | Controls 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
| Shortcut | Action |
|---|---|
| Ctrl+S | Save |
| F5 / Shift+F5 | Run / Stop |
| Ctrl+F / Ctrl+H | Find / Replace |
| Ctrl+Space | Code completion or Blocks palette |
| Ctrl+Z / Ctrl+Shift+Z or Ctrl+Y | Undo / Redo |
| Tab / Shift+Tab | Indent / Unindent in Code |
| Ctrl+A, Ctrl+C, Ctrl+X, Ctrl+V | Select, 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.
| Kind | Behavior |
|---|---|
| automation | Default. Runs until its code finishes and no listeners, tasks, waits or actions remain. |
| addon | Starts and stops with the named native module. Receives start, stop and that module's supported action hooks. |
| module | Adds 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
| Event | Fields |
|---|---|
chat | message: string, sender: string |
connection.connected | server: string |
connection.disconnected | reason: string, server: string |
inventory.changed | after: object, before: object, slot: slot |
key | code: number, pressed: boolean |
module.attack | cancelled: boolean, origin: string, target_id: number |
module.changed | enabled: boolean, module: module |
module.packet | cancelled: boolean, delay_ms: number, direction: string, origin: string, packet: object |
module.placement | cancelled: boolean, face: string, hit: position, origin: string, position: position |
module.rotation | cancelled: boolean, origin: string, pitch: number, yaw: number |
module.target | cancelled: boolean, candidates: list, origin: string, target_id: any, target_index: number |
module.tick | origin: string, time: number |
movement.input | cancelled: boolean, forward: number, jump: boolean, origin: string, sideways: number, sneak: boolean, sprint: boolean |
movement.packet_post | No fields |
movement.packet_pre | cancelled: boolean, on_ground: boolean, origin: string, velocity: position |
movement.post | origin: string, position: position, velocity: position |
movement.pre | cancelled: boolean, on_ground: boolean, origin: string, velocity: position |
packet.incoming | cancelled: boolean, delay_ms: number, direction: string, origin: string, packet: object |
packet.outgoing | cancelled: boolean, delay_ms: number, direction: string, origin: string, packet: object |
player.died | No fields |
player.flying_changed | flying: boolean, previous: boolean |
player.hurt | amount: number, source: entity |
player.movement_changed | from: string, to: string |
player.respawned | No fields |
player.state_changed | after: object, before: object, changed: list |
render.hud | height: number, tick_delta: number, width: number |
render.world | tick_delta: number |
start | No fields |
stop | No fields |
tick | time: duration |
world.changed | from: string, to: string |
world.join | dimension: string, server: string |
world.leave | reason: 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.
| Space | Index |
|---|---|
| hotbar | 0–8 |
| player | 0–35; 0–8 is the hotbar |
| armor | 0 boots, 1 leggings, 2 chestplate, 3 helmet |
| offhand | 0 |
| container | Index in the currently open container |
| crafting | 0–3 in the player grid or 0–8 at a crafting table |
| result | 0; current crafting output |
| outside | 0; 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.
| Type | Fields |
|---|---|
| movement | x, y, z, yaw, pitch, on_ground, horizontal_collision |
| position | x, y, z, on_ground, horizontal_collision |
| ground | on_ground, horizontal_collision |
| look | yaw, pitch, on_ground, horizontal_collision |
| slot | slot: hotbar index 0–8 |
| swing | hand: main or off |
| keep_alive, pong | id |
| velocity | entity_id, velocity: position value; incoming only |
| message | message, overlay; incoming only |
| raw | bytes: 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.
| Call | Options |
|---|---|
render.rect | x, y, width, height, radius, color |
render.circle | x, y, radius, color |
render.line | x, y, x2, y2, width, color |
render.text | text, x, y, size, font, color |
render.clip | x, y, width, height |
render.scale | factor |
render.box | min, max, color, outline, width, through_walls |
render.world_line | from, to, color, width, through_walls |
render.world_text | position, 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
| Call | Function |
|---|---|
len(value: any) → number | Length of a list, object or string. |
text(value: any) → string | Display a value as text. |
number(value: string) → number | Parse a numeric string. |
contains(value: any, needle: any) → boolean | Find an element, field or substring. |
range(start: number, end: number, step: number = 1) → list | Integer range, exclusive end; at most 4096 entries. |
append(list: list, value: any) → list | Return a new list with an appended value. |
put(object: object, key: string, value: any) → object | Return a new object with one field replaced. |
get(object: object, key: string, fallback: any = null) → any | Read an object field with an optional fallback. |
min(a: number, b: number) → number | Smaller of two numbers. |
max(a: number, b: number) → number | Larger of two numbers. |
random(a: number, b: number) → number | Random whole number including both bounds when a and b are safe integers; otherwise a decimal from a up to b. |
abs(value: number) → number | Absolute value. |
floor(value: number) → number | Round down. |
ceil(value: number) → number | Round up. |
round(value: number) → number | Round to the nearest integer. |
clamp(value: number, min: number, max: number) → number | Clamp a number to an inclusive range. |
duration(ms: number) → duration | Create a duration in milliseconds. |
milliseconds(value: duration) → number | Convert a duration to a number. |
position(x: number, y: number, z: number) → position | World coordinates. |
rotation(yaw: number, pitch: number) → rotation | Yaw and pitch in degrees. |
item(id: string) → item | Namespaced item ID. |
slot(space: string, index: number = 0) → slot | Logical slot in hotbar, player, armor, offhand, container, crafting, result or outside space. |
clock() → duration | Monotonic time since this script started. |
player() → object | Current player position, rotation, health, hunger, grounded and movement state. |
modules() → list | All registered module handles. |
Connection API
| Call | Function |
|---|---|
connection.state() → object | Connection 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
| Call | Function |
|---|---|
baritone.available() → boolean | Whether the optional Baritone API is installed. |
baritone.state() → object | Baritone availability, active process, pathing, goal and script ownership. |
baritone.commands() → list | Every registered local Baritone command, including addon commands. |
baritone.complete(prefix: string) → list | Ask Baritone for local command completions. |
baritone.settings() → object | All user-editable Baritone settings in their native text format. |
baritone.setting(name: string) → string | Read 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
| Call | Function |
|---|---|
route.list() → list | List saved route IDs, names, worlds, dimensions, dates and point counts. |
route.state() → object | Read 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
| Call | Function |
|---|---|
module(name: string) → module | Live module handle by ID or displayed name. |
module.settings(module: module) → object | Read canonical setting paths and values. |
module.state(module: module) → object | Read module state. |
module.describe(module: module) → object | Read setting types, bounds, choices and current values. |
module.setting(module: module, path: string) → any | Read 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
| Call | Function |
|---|---|
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
| Call | Function |
|---|---|
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
| Call | Function |
|---|---|
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() → position | Current velocity snapshot. |
movement.set_velocity(velocity: position) → Promise<void> | Set local velocity once. |
Look API
| Call | Function |
|---|---|
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
| Call | Function |
|---|---|
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() → object | Read this script's active/controlling/returning flags and current server yaw/pitch. |
Interaction API
| Call | Function |
|---|---|
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
| Call | Function |
|---|---|
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) → number | Count matching items. |
inventory.find(item: item) → slot | First matching logical slot, or null. |
inventory.slots() → list | Snapshot of logical slots and their contents. |
inventory.screen() → object | Current container type, title and revision. |
Craft API
| Call | Function |
|---|---|
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() → list | Unlocked 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
| Call | Function |
|---|---|
world.block(position: position) → block | Block snapshot at a position. |
world.entities(range: number = 6, kind: string = "living") → list | Nearby entity snapshots within range. |
world.target() → any | Current crosshair entity or block, or null. |
Events API
| Call | Function |
|---|---|
events.on(name: string, callback: any, priority: number = 0) → number | Register a callback. Higher priority runs first; registration order breaks ties. |
events.off(id: number) → void | Remove an owned listener. |
Tasks API
| Call | Function |
|---|---|
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) → number | Run a callback once after a delay. |
tasks.every(ms: number, callback: any) → number | Repeat a callback without overlapping its unfinished invocation. |
tasks.cancel(id: number) → void | Cancel an owned scheduled task or wait. |
Script API
| Call | Function |
|---|---|
script.stop() → void | Stop this script and release its actions and listeners. |
Packet API
| Call | Function |
|---|---|
packet.create(type: string, fields: object) → object | Construct a supported packet from type and fields. |
packet.describe(packet: object) → object | Inspect a script-owned packet handle. |
packet.modify(packet: object, fields: object) → object | Return 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
| Call | Function |
|---|---|
render.rect(options: object) → void | Draw a HUD rectangle with optional rounded corners. |
render.circle(options: object) → void | Draw a filled HUD circle. |
render.line(options: object) → void | Draw a HUD line. |
render.text(options: object) → void | Draw HUD text. |
render.box(options: object) → void | Draw a filled world box with an outline. |
render.world_line(options: object) → void | Draw a line between world positions. |
render.world_text(options: object) → void | Draw text at a world position. |
render.scale(options: object) → void | Scale subsequent HUD drawing in this callback. |
render.clip(options: object) → void | Intersect the HUD clipping area with a rectangle. |
render.color(r: number, g: number, b: number, a: number = 255) → number | Pack 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.
| Element | Controls and defaults |
|---|---|
| Watermark | Style 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. |
| Armor | Background On; Enchant labels Off. |
| Array list | Side 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. |
| Scoreboard | Text shadow Off. |
| Effects | Colored text On. |
| CPS | Left and right clicks On. |
| Totem pop counter | Pops text Off. |
| Notifications | Module toggles On. |
| Scaffold indicator | Text display by default; can switch to Icon. |
| Crosshair | Mode 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 HUD | Target name, distance, health bar, whole-number health and equipment. |
| Base finder | Current lead; Coordinates, Evidence, Confidence and Details default On. |
| Scripts | Opens 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.
| Operation | Noteworthy behavior |
|---|---|
| Use random | Selects from the currently filtered profile list. |
| Check tunnel | Shows the proxy host's location. |
| Copy details | Excludes the password. |
| Delete | Requires 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.
| Counter | Starts or resets when |
|---|---|
| Total | The program resets |
| Ground, Air, Rising, Falling | The target enters that state |
| Jump | A local jump completes |
| Takeoff, Land | Ground state changes |
| Damage | Hurt time increases |
| Velocity received | The selected entity receives velocity; player explosion knockback also counts |
| Velocity applied | Knockback is actually applied |
| Collision | Horizontal collision begins |
| Sprint start / stop, Move start / stop | Sprint or movement input changes |
| Mount, Dismount | Entering or leaving a vehicle; switching vehicles signals both |
| Sneak start / stop, Use start / stop | Sneaking or item use changes |
| Water enter / exit, Lava enter / exit | The 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.
| Tab | Controls |
|---|---|
| Motion | Horizontal/vertical Set, Add or Multiply; grounded jump; partial strafe; direction; independent world X/Z velocity; tick speed |
| Physics | Acceleration, gravity, horizontal drag, vertical drag and local fall distance |
| Conditions | All, 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.
| Apply | Behavior |
|---|---|
| While matching | Evaluates when a movement packet is constructed |
| Next packet | Captures 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
| Action | Behavior |
|---|---|
| Off | Leaves delivery unchanged |
| Delay | Delays each matching packet by a fixed time |
| Queue | Holds matching packets until release or a limit |
| Release | Stops holding and drains in order; zero packets/tick releases everything |
| Flush | Releases 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.
Combat modules
Aim Assist
Command ID: aim_assist.
Adjusts aim toward targets within Range and FOV.
| Setting | Default | Values and limits |
|---|---|---|
| Targets | Players | Target filters |
| Range | 4.5 b | 0–8 blocks, step 0.1 |
| FOV | 45° | 5–180 °, step 1 |
| Smoothing | 0.22 | 0.01–1, step 0.01 |
| Strength | 45% | 0–100 %, step 1 |
| Accuracy | 85% | 0–100 %, step 1 |
| Hitbox | Body | Closest, 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.
| Setting | Default | Values and limits |
|---|---|---|
| Action Delay | 0 ms | 0–250 ms, step 1 |
| Require Mouse Pressed | On | On / Off |
| Restore Slot | On | On / Off |
| Explosive Dimensions Only | On | On / 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.
| Setting | Default | Values and limits |
|---|---|---|
| Player list | On | On / Off |
| Profile mismatch | On | On / Off |
| Server checks | On | On / Off |
| Detection delay | 20 t | 0–100 ticks, step 1 |
Attack Delay
Command ID: attack_delay.
Reduces the delay after a missed attack.
Set Max cooldown to 0 to remove it.
| Setting | Default | Values and limits |
|---|---|---|
| Max cooldown | 0 t | 0–9 ticks, step 1 |
Auto Clicker
Command ID: auto_clicker.
Automates left/right clicks; hold the chosen button while Require pressed is on.
| Setting | Default | Values and limits |
|---|---|---|
| Buttons | Left | Left, Right |
| Require pressed | On | On / Off |
| Left timing | Cooldown | Cooldown, CPS |
| Left CPS | 10 CPS | 1–20 CPS, step 1 |
| Right CPS | 10 CPS | 1–20 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.
| Setting | Default | Values and limits |
|---|---|---|
| Activation | Automatic | Automatic, On toggle |
| Potions | Healing, Regen | Healing, Regen, Speed, Strength, Fire res |
| Health threshold | 12 HP | 1–20 HP, step 0.1 |
| Refresh effects below | 3 s | 0–15 s, step 0.1 |
| Throw delay | 750 ms | 250–3000 ms, step 1 |
| Ground only | On | On / Off |
| Silent aim | Acceleration, 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.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | Smart | Smart, Swing, Always |
| Targets | Players, Hostile | Target filters |
| Range | 4.5 b | 2–6 blocks, step 0.1 |
| Aim tolerance | 0.3 b | 0–0.6 blocks, step 0.01 |
| Release delay | 100 ms | 0–250 ms, step 1 |
| Line of sight | On | On / Off |
Auto Totem
Command ID: auto_totem.
Equips totems in your offhand using inventory clicks or an instant swap.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | Legit | Legit, Instant |
| Hotbar Slot | 9 | 1–9, step 1 |
| Automatic Refill | Off | On / Off |
| Auto Open Inventory | Off | On / Off |
| Min Delay | 0 ms | 0–250 ms, step 1 |
| Max Delay | 0 ms | 0–250 ms, step 1 |
| Auto Switch Hotbar | Off | On / Off |
| Switch Health | 10 HP | 1–20 HP, step 1 |
Backtrack
Command ID: backtrack.
Delays target position updates.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | Range | Range, Attack |
| Color | #FFFFFF | Color picker with alpha |
| Range mode > Range | 3–6 b | 1–10 blocks, step 0.1 |
| Range mode > Chance | 100% | 5–100 %, step 1 |
| Range mode > Require real farther | Off | On / Off |
| Range mode > Reset on attack | Off | On / Off |
| Range mode > Visualize | On | On / Off |
| Attack mode > Range | 6 b | 1–10 blocks, step 0.1 |
| Attack mode > Max Time | 500 ms | 50–2000 ms, step 1 |
| Attack mode > Min. Reach | 0.3 b | 0.05–1 blocks, step 0.01 |
| Attack mode > Min Distance | 3 b | 1–6 blocks, step 0.1 |
| Attack mode > Visualize | Off | On / 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.
| Setting | Default | Values and limits |
|---|---|---|
| Targets | Players, Hostile | Target filters |
| Prefer | Angle | Angle, Distance |
| Range | 60 b | 5–120 blocks, step 1 |
| FOV | 90° | 1–180 °, step 1 |
| Silent aim | Acceleration, Silent, 120°, 40° | Rotation controls |
Criticals
Command ID: criticals.
Attempts critical hits on eligible attacks.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | Packet | Packet |
| Packet mode > Ground only | Off | On / Off |
Crystal Macro
Command ID: crystal_macro.
Automates crystal placement and attacks.
Aim manually and hold use with the required items available.
| Setting | Default | Values and limits |
|---|---|---|
| Action Delay | 0 ms | 0–250 ms, step 1 |
| Require Mouse Pressed | On | On / Off |
| Required Items | End Crystal | End 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.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | Dynamic | Constant, Dynamic |
| Targets | Players | Target filters |
| Range | 2.5–4.5 b | 0–10 blocks, step 0.1 |
| Delay | 80–140 ms | 0–500 ms, step 1 |
| Recoil | 160 ms | 0–500 ms, step 1 |
| Spoof Ping | Off | On / Off |
| Flush On | Entity Interact, Block Interact, Item Interact, Action | Entity Interact, Block Interact, Item Interact, Action |
| Visualize | On | On / Off |
| Color | #FFFFFF | Color 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.
| Setting | Default | Values and limits |
|---|---|---|
| Interact through walls | Off | On / Off |
Hit Crystal
Command ID: hitcrystal.
Combines melee hits with obsidian/crystal placement; keep crystals, optional obsidian, and a weapon in your hotbar.
| Setting | Default | Values and limits |
|---|---|---|
| Targets | Players | Target filters |
| Activation | Hit + hold | Hit + hold, On hit, Right-click combo |
| Starting item | Any item | Any item, Sword or axe |
| Slot switching | Visible | Visible, Silent, Manual |
| Select melee weapon | Off | On / Off |
| Range | 3 b | 1–4.5 blocks, step 0.1 |
| Place range | 4.45 b | 1–4.5 blocks, step 0.01 |
| Action delay | 0 ms | 0–500 ms, step 1 |
| Place obsidian | On | On / Off |
| Prefer smaller turns | Off | On / Off |
| Silent aim | Acceleration, Silent, 120°, 40° | Rotation controls |
| Damage checks | Off | Off, Self damage, Full |
| Minimum health | 8 HP | 1–20 HP, step 1 |
| Minimum damage | 4 HP | 0–36 HP, step 0.1 |
| Maximum self damage | 8 HP | 0–36 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.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | Switch | Single, Switch |
| Targets | Players | Target filters |
| Hit distance | 3 b | 0–3 blocks, step 0.1 |
| Rotation range | 5 b | 3–8 blocks, step 0.1 |
| FOV | 180° | 1–180 °, step 1 |
| Require weapon | Off | On / Off |
| Require attack key | Off | On / Off |
| Silent aim | Instant, Silent, 90°, 20° | Rotation controls |
| Visuals | None | Box |
| Box style | Fill | Fill, Outline, Filled Box, Corners |
Reach
Command ID: reach.
Extends attack reach; Exploit mode teleports toward targets for an attack.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | Legit | Legit, Exploit |
| Range | 3–3.5 b | 3–4 blocks, step 0.01 |
| Teleport range | 32 b | 4–128 blocks, step 1 |
| Step distance | 3 b | 1–8 blocks, step 1 |
| Attack delay | 250 ms | 0–2000 ms, step 1 |
| Return | Off | On / Off |
| Targets | Players | Target filters |
S Tap
Command ID: s_tap.
Applies brief backward input after attacks, subject to Chance.
| Setting | Default | Values and limits |
|---|---|---|
| Chance | 100% | 1–100 %, step 1 |
| Delay | 1–1 t | 1–5 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.
| Setting | Default | Values and limits |
|---|---|---|
| Action Delay | 0 ms | 0–250 ms, step 1 |
| Require Mouse Pressed | On | On / Off |
| Restore Slot | On | On / Off |
| Explosive Dimensions Only | On | On / Off |
| Confirm Cover | Off | On / Off |
| Sneak Mode | Spoof | Spoof, Real |
| Same Tick Switch | On | On / Off |
| Silent aim | Instant, Silent, 90°, 20° | Rotation controls |
Shield Breaker
Command ID: shield_breaker.
Switches to a hotbar axe to break shields.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | Instant | Instant, Legit |
| Range | 3 b | 1–6 blocks, step 0.1 |
| Sync reach | Off | On / Off |
| Requirements > Only when blocking | On | On / Off |
| Requirements > Require weapon | On | On / Off |
| Requirements > Auto switch back | On | On / Off |
| Requirements > Prefer best axe | On | On / Off |
| Targets | Players | Target filters |
| Instant mode > Swing hand | On | On / Off |
| Instant mode > Modern cooldown | On | On / Off |
| Legit mode > Switch delay | 50–150 ms | 0–250 ms, step 1 |
| Legit mode > Attack delay | 50–100 ms | 0–250 ms, step 1 |
| Legit mode > Switch back delay | 50–100 ms | 0–250 ms, step 1 |
| Legit mode > Re-break | Off | On / Off |
Sound FX
Command ID: soundfx.
Plays the selected local hit sound.
| Setting | Default | Values and limits |
|---|---|---|
| Sound | Ball Tap | Ball Tap, Fast Punch, Small Hit, Metal Hammer Hit, Punch Through Air, Short Slap |
| Volume | 100% | 0–200 %, step 1 |
Triggerbot
Command ID: triggerbot.
Attacks eligible crosshair targets.
| Setting | Default | Values and limits |
|---|---|---|
| Targets | Players | Target filters |
| Threshold | 90% | 90–110 %, step 1 |
| Attack reach | 2.5–3 b | 2.5–3 blocks, step 0.01 |
| Multipoint | 100% | 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.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | Normal | Normal, Grim, Vulcan |
| Normal mode > Horizontal | 0% | 0–100 %, step 1 |
| Normal mode > Vertical | 100% | 0–100 %, step 1 |
| Normal mode > Only while targeting | Off | On / Off |
| Normal mode > Delay until ground | Off | On / Off |
| Grim mode > Jump on ground | Off | On / Off |
| Grim mode > Delay until ground | Off | On / Off |
| Vulcan mode > Vertical Strength | 0% | 0–100 %, step 1 |
W Tap
Command ID: w_tap.
Resets sprint input after attacks.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | Normal | Normal, Smart |
| Chance | 100% | 1–100 %, step 1 |
| Delay | 1–1 t | 1–5 ticks, step 1 |
| Spacing buffer | 0.15 b | 0–1 blocks, step 0.01 |
| Max release | 4 t | 1–8 ticks, step 1 |
Movement modules
Chorus Delay
Command ID: chorus_delay.
Defers chorus-fruit teleportation for up to Max Delay in milliseconds.
| Setting | Default | Values and limits |
|---|---|---|
| Draw Box | On | On / Off |
| Box Color | #FFFFFF | Color picker with alpha |
| Max Delay | 5000 ms | 1000–10000 ms, step 1 |
Click TP
Command ID: clicktp.
Right-click a target block to teleport onto it; the preview marks the selected destination.
| Setting | Default | Values and limits |
|---|---|---|
| Range | 64 b | 1–128 blocks, step 1 |
| Color | #FFFFFF40 | Color picker with alpha |
| Line width | 1 px | 1–4 px, step 1 |
Fast Stop
Command ID: fast_stop.
Scales horizontal velocity after movement input ends.
| Setting | Default | Values and limits |
|---|---|---|
| Multiplier | 0.5× | 0–1 ×, step 0.01 |
| Conditions | On ground, In air | On ground, In air |
Fly
Command ID: flight.
Controls airborne movement.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | Vanilla | Vanilla, Air Walk, Packet |
| Vanilla mode > Speed | 20 b/s | 2–200 blocks/s, step 1 |
| Vanilla mode > Anti kick | On | On / Off |
| Packet mode > Speed | 2 b/s | 1–100 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.
| Setting | Default | Values and limits |
|---|---|---|
| Omnidirectional | Off | On / 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.
| Setting | Default | Values and limits |
|---|---|---|
| Speed | 6 b/s | 2–20 blocks/s, step 1 |
| Disable on setback | On | On / Off |
No Slow
Command ID: no_slow.
Reduces item-use slowdown with Vanilla or Universal. Allow sprinting controls sprinting while using an item.
| Setting | Default | Values and limits |
|---|---|---|
| Slow down | Off | On / Off |
| Mode | Vanilla | Vanilla, Universal |
| Allow sprinting | On | On / Off |
Parkour
Command ID: parkour.
Triggers jumping at the configured distance from a block edge.
| Setting | Default | Values and limits |
|---|---|---|
| Distance From Edge | 0 b | 0–1 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.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | Stop | Stop, Sneak |
| Edge distance | 0.15 b | 0–0.5 blocks, step 0.005 |
| Minimum fall distance | 0.6 b | 0.5–20 blocks, step 0.1 |
Speed
Command ID: speed.
Increases movement speed using Vanilla or Strafe mode.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | Vanilla | Vanilla, Strafe |
| Vanilla mode > Speed | 20 b/s | 2–200 blocks/s, step 1 |
| Vanilla mode > Auto jump | On | On / Off |
| Fast stop | Off | On / Off |
Spider
Command ID: spider.
Applies upward velocity during wall collision.
| Setting | Default | Values and limits |
|---|---|---|
| Speed | 10 b/s | 2–200 blocks/s, step 1 |
Strafe
Command ID: strafe.
Adjusts horizontal movement under selected ground and air conditions.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | Normal | Normal, Vulcan |
| Strength | 100% | 1–100 %, step 1 |
| Conditions | On ground, In air | On ground, In air |
Target Strafe
Command ID: target_strafe.
Orbits or follows behind Kill Aura's target.
| Setting | Default | Values and limits |
|---|---|---|
| Strafe mode | Circle | Circle, Behind |
| Range | 3 b | 0.1–6 blocks, step 0.1 |
| Jump key | On | On / Off |
| Require module | Either | Off, Speed, Strafe, Either |
| Avoid drops | On | On / Off |
| Reverse on collision | On | On / Off |
| Show ring | On | On / Off |
| Auto 3rd person | Off | On / Off |
Utility modules
Anti AFK
Command ID: anti_afk.
Performs an action after you stop moving or looking around.
| Setting | Default | Values and limits |
|---|---|---|
| Action | Jump | Jump, Look, Swing |
| Idle time | 40 s | 5–300 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.
| Setting | Default | Values and limits |
|---|---|---|
| Allow blocked servers | Off | On / Off |
| Hide Fabric negotiation | On | On / Off |
| Consistent brand | On | On / Off |
| Particle Guard | On | On / Off |
| Malformed Item Guard | On | On / Off |
| Entity Guard | On | On / Off |
| Block Guard | On | On / Off |
Anti Hunger
Command ID: anti_hunger.
Reduces movement-related hunger loss using ground/sprint reporting.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | NoCheatPlus | Vanilla, NoCheatPlus |
| Ground spoof | Off | On / Off |
| Sprint spoof | On | On / 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.
| Setting | Default | Values and limits |
|---|---|---|
| Delay | 50–100 ms | 0–250 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 -.
| Setting | Default | Values and limits |
|---|---|---|
| Delay | 50 ms | 0–250 ms, step 1 |
| Auto deposit | On | On / 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.
| Setting | Default | Values and limits |
|---|---|---|
| Low health | On | On / Off |
| Health | 6 HP | 1–20 HP, step 1 |
| Include absorption | On | On / Off |
| Only without totems | Off | On / Off |
| Nearby players | Off | On / Off |
| Player range | 16 b | 2–64 blocks, step 1 |
| Join grace | 3 s | 0–15 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.
| Setting | Default | Values and limits |
|---|---|---|
| Only on server | On | On / Off |
| Server | Empty | Text |
| Password | Empty | Text |
| Auto register | Off | On / Off |
| Delay | 500 ms | 100–2000 ms, step 1 |
Auto Tool
Command ID: auto_tool.
Selects the best available hotbar tool for the block being mined.
Blink
Command ID: blink.
Holds network packets until released.
Disable to release queued packets, or configure Pulse for timed releases.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | Normal | Normal, Attack |
| Direction | Inbound, Outbound | Inbound, Outbound |
| Pulse | Off | On / Off |
| Pulse delay | 1000–2000 ms | 50–10000 ms, step 1 |
| Activation Distance | 6 b | 0.1–12 blocks, step 0.1 |
| Attack Distance | 3 b | 0.1–12 blocks, step 0.1 |
| Single Use | Off | On / Off |
| Visualizer > Enabled | On | On / Off |
| Visualizer > Color | #FFFFFF40 | Color picker with alpha |
| Visualizer > Through Walls | On | On / Off |
| Visualizer > Breadcrumbs | Off | On / Off |
Chat QOL
Command ID: chat_qol.
Adds right-click chat copying and duplicate-message folding.
| Setting | Default | Values and limits |
|---|---|---|
| Right Click Copy | On | On / Off |
| Copy Color Codes | Off | On / Off |
| Anti Spam | On | On / Off |
Chest Stealer
Command ID: chest_stealer.
Quick-moves items from chests into your inventory.
Enable Smart to filter useful items and upgrades.
| Setting | Default | Values and limits |
|---|---|---|
| Delay | 50–100 ms | 0–250 ms, step 1 |
| Smart | On | On / Off |
| Highlight items | On | On / Off |
Discord RPC
Command ID: discord_rpc.
Publishes game activity through Discord Rich Presence, with optional server-detail suppression.
| Setting | Default | Values and limits |
|---|---|---|
| Hide server | Off | On / 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.
| Setting | Default | Values and limits |
|---|---|---|
| Placements | On | On / Off |
| EXP Bottles | Off | On / 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.
| Setting | Default | Values and limits |
|---|---|---|
| Delay | 50–100 ms | 0–250 ms, step 1 |
| Sword | 1 | Off, 1, 2, 3, 4, 5, 6, 7, 8, 9 |
| Pickaxe | 2 | Off, 1, 2, 3, 4, 5, 6, 7, 8, 9 |
| End Crystals | 3 | Off, 1, 2, 3, 4, 5, 6, 7, 8, 9 |
| Blocks | 4 | Off, 1, 2, 3, 4, 5, 6, 7, 8, 9 |
| Obsidian | 5 | Off, 1, 2, 3, 4, 5, 6, 7, 8, 9 |
| Totems | 6 | Off, 1, 2, 3, 4, 5, 6, 7, 8, 9 |
| Golden Apples | 7 | Off, 1, 2, 3, 4, 5, 6, 7, 8, 9 |
| Ender Pearls | 8 | Off, 1, 2, 3, 4, 5, 6, 7, 8, 9 |
IRC
Command ID: irc.
Shows Xiaoli player indicators.
Use .whisper and .reply for direct messages.
| Setting | Default | Values and limits |
|---|---|---|
| Show Xiaoli Users | On | On / 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.
| Setting | Default | Values and limits |
|---|---|---|
| Action | Smart | Smart, Pearl, Rocket, Friend |
| Friend on player | On | On / Off |
| Slot switch | Visible | Visible, 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.
| Setting | Default | Values and limits |
|---|---|---|
| Silent aim | Instant, Silent, 90°, 20° | Rotation controls |
| Ignore teleports | On | On / Off |
Proxy
Command ID: proxy.
Routes new connections through a proxy.
Configure it under Multiplayer → Proxy profiles.
| Setting | Default | Values and limits |
|---|---|---|
| Type | SOCKS5 | SOCKS5, Http Connect |
| Host | Empty | Text |
| Port | 1080 | 1–65535, step 1 |
| Authentication | Off | On / Off |
| Username | Empty | Text |
| Password | Empty | Text |
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.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | Freeze | Freeze, Delay |
Spoofer
Command ID: spoofer.
Overrides supported client-brand messages and corresponding Discord activity branding.
| Setting | Default | Values and limits |
|---|---|---|
| Spoof client | Lunar | Lunar, Norisk, Fabric, Default |
| Client spoof | On | On / 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.
| Setting | Default | Values and limits |
|---|---|---|
| Style | Off | Off, Starfield, Prism, Nebula, Tempest, Afterglow, Porcelain, Overcast, Undertow |
| Starfield mode > Use client accent | Off | On / Off |
| Starfield mode > Accent | #B694F2 | Color picker with alpha |
| Starfield mode > Strength | 100% | 0–100 %, step 1 |
| Starfield mode > Speed | 0.5× | 0–2 ×, step 0.01 |
| Starfield mode > Scale | 1× | 0.25–4 ×, step 0.01 |
| Prism mode > Use client accent | Off | On / Off |
| Prism mode > Accent | #B694F2 | Color picker with alpha |
| Prism mode > Strength | 100% | 0–100 %, step 1 |
| Prism mode > Speed | 0.5× | 0–2 ×, step 0.01 |
| Prism mode > Scale | 1× | 0.25–4 ×, step 0.01 |
| Nebula mode > Use client accent | Off | On / Off |
| Nebula mode > Accent | #B694F2 | Color picker with alpha |
| Nebula mode > Strength | 100% | 0–100 %, step 1 |
| Nebula mode > Speed | 0.5× | 0–2 ×, step 0.01 |
| Nebula mode > Scale | 1× | 0.25–4 ×, step 0.01 |
| Tempest mode > Use client accent | Off | On / Off |
| Tempest mode > Accent | #B694F2 | Color picker with alpha |
| Tempest mode > Strength | 100% | 0–100 %, step 1 |
| Tempest mode > Speed | 0.3× | 0–2 ×, step 0.01 |
| Tempest mode > Scale | 1× | 0.25–4 ×, step 0.01 |
| Afterglow mode > Use client accent | Off | On / Off |
| Afterglow mode > Accent | #B694F2 | Color picker with alpha |
| Afterglow mode > Strength | 100% | 0–100 %, step 1 |
| Afterglow mode > Speed | 0.3× | 0–2 ×, step 0.01 |
| Afterglow mode > Scale | 1× | 0.25–4 ×, step 0.01 |
| Porcelain mode > Use client accent | Off | On / Off |
| Porcelain mode > Accent | #B694F2 | Color picker with alpha |
| Porcelain mode > Strength | 100% | 0–100 %, step 1 |
| Porcelain mode > Speed | 0.3× | 0–2 ×, step 0.01 |
| Porcelain mode > Scale | 1× | 0.25–4 ×, step 0.01 |
| Overcast mode > Use client accent | Off | On / Off |
| Overcast mode > Accent | #B694F2 | Color picker with alpha |
| Overcast mode > Strength | 100% | 0–100 %, step 1 |
| Overcast mode > Speed | 0.3× | 0–2 ×, step 0.01 |
| Overcast mode > Scale | 1× | 0.25–4 ×, step 0.01 |
| Undertow mode > Use client accent | Off | On / Off |
| Undertow mode > Accent | #B694F2 | Color picker with alpha |
| Undertow mode > Strength | 100% | 0–100 %, step 1 |
| Undertow mode > Speed | 0.3× | 0–2 ×, step 0.01 |
| Undertow mode > Scale | 1× | 0.25–4 ×, step 0.01 |
| Use real time | Off | On / Off |
| Time | 1000 t | 0–23450 ticks, step 1 |
| End sky | Off | On / Off |
| Fog > Ambient fog | Off | On / Off |
| Fog > Start distance | 32 b | 0–128 blocks, step 1 |
| Fog > Transition length | 96 b | 1–512 blocks, step 1 |
| Fog > Color | #FFFFFFB3 | Color 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.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | Ripple | None, Critical, Sharpness, Ripple, Impact |
| Color | #FFFFFF | Color picker with alpha |
| Size | 1× | 0.35–1.5 ×, step 0.01 |
| Intensity | 1 | 0.25–2, step 0.01 |
| Targets | Players, Hostile, Passive | Target 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.
| Setting | Default | Values and limits |
|---|---|---|
| Blocks | None | Open the block selector |
| Range | 128 b | 1–512 blocks, step 1 |
| Filter Veins | Off | On / Off |
| Vein Size | 1–64 b | 1–64 blocks, step 1 |
| Shape | Outline | Outline, Fill, Filled Box |
| ESP Color | #FFFFFF | Color picker with alpha |
| Tracers | Off | On / Off |
| Tracer Color | #5516D2 | Color 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.
| Setting | Default | Values and limits |
|---|---|---|
| Material | Original | Original, Color, Textured |
| Color | #FFFFFFB3 | Color picker with alpha |
| Gradient | Off | On / Off |
| Bottom Color | #B694F2B3 | Color picker with alpha |
| Targets | Players, Hostile, Passive, Local player | Target filters |
| Through Walls | On | On / Off |
| Liquid Marble | Off | On / Off |
| Theme color | Off | On / Off |
| Accent | #B694F2 | Color picker with alpha |
| Strength | 70% | 0–100 %, step 1 |
| Speed | 0.5× | 0–2 ×, step 0.01 |
| Scale | 1× | 0.25–4 ×, step 0.01 |
China Hat
Command ID: china_hat.
Renders a conical hat.
| Setting | Default | Values and limits |
|---|---|---|
| Color Mode | Static | Static, Rainbow, Breathing |
| Color | #FFFFFF99 | Color picker with alpha |
| Lines | On | On / Off |
| Radius | 0.7 b | 0.1–1.5 blocks, step 0.01 |
| Height | 0.3 b | 0.1–1 blocks, step 0.01 |
| Y Offset | 0 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.
| Setting | Default | Values and limits |
|---|---|---|
| Allow movement | On | On / Off |
| Blur background | On | On / Off |
| Show keybinds | On | On / Off |
| Animations | On | On / Off |
| Scale | 0.85× | 0.5–1.5 ×, step 0.01 |
| Editor text scale | 1× | 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.
| Setting | Default | Values and limits |
|---|---|---|
| Style | Ghost | Ghost, Implode |
| Kill effects | On | On / Off |
| Death effects | On | On / Off |
| Size | 1× | 0.5–2.5 ×, step 0.1 |
| Color | #FFFFFF | Color picker with alpha |
| Targets | Players, Hostile, Passive, Local player | Target filters |
Death Waypoints
Command ID: death_waypoints.
Saves death locations and draws markers; use List deaths or Clear this world in its settings.
| Setting | Default | Values and limits |
|---|---|---|
| No max distance | Off | On / Off |
| Render range | 512 b | 1–4096 blocks, step 1 |
| Color | #FFFFFF33 | Color picker with alpha |
| Outline | On | On / Off |
| Line width | 1 px | 0.5–3 px, step 0.1 |
| Through walls | On | On / Off |
| Labels | On | On / Off |
| Text size | 4 | 2–8, step 0.1 |
ESP
Command ID: esp.
Draws entity boxes and health bars.
| Setting | Default | Values and limits |
|---|---|---|
| Targets | Players, Local player | Target filters |
| Boxes | On | On / Off |
| Box style | Outline | Outline, 3D Box, Corners, 3D Corners, Scan Circle, Radius Circle, Filled Box, Glow ESP |
| Box border | On | On / Off |
| Box color | #FFFFFF | Color picker with alpha |
| Health bars | On | On / Off |
| Health colors | Default | Default, Xiaoli, Custom |
| Top Color | #FFFFFF | Color picker with alpha |
| Bottom Color | #5516D2 | Color picker with alpha |
| Health border | On | On / Off |
| Bloom | On | On / Off |
| Outline glow | Off | On / 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.
| Setting | Default | Values and limits |
|---|---|---|
| Speed | 20 b/s | 2–100 blocks/s, step 1 |
| Lock player head | Off | On / 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.
| Setting | Default | Values and limits |
|---|---|---|
| Boxes | On | On / Off |
| Box style | Outline | Outline, 3D Box, Corners, 3D Corners, Scan Circle, Radius Circle, Filled Box, Glow ESP |
| Box border | On | On / Off |
| Box color | #FFFFFF | Color picker with alpha |
| Bloom | On | On / Off |
| Outline glow | Off | On / Off |
| Nametags | Off | On / Off |
Item Physics
Command ID: item_physics.
Makes dropped items tumble, bounce, and settle.
| Setting | Default | Values and limits |
|---|---|---|
| Air rotation speed | 120 °/s | 0–360 °/s, step 1 |
| Wind | 20% | 0–100 %, step 1 |
| Bounce | 25% | 0–100 %, step 1 |
Jump Circle
Command ID: jump_circle.
Shows a ripple when you land after a jump or fall.
| Setting | Default | Values and limits |
|---|---|---|
| Color | #FFFFFF | Color picker with alpha |
| Radius | 2.2 b | 0.5–5 blocks, step 0.1 |
Logoff Spots
Command ID: logoff_spots.
Marks players' last-seen positions after logout.
| Setting | Default | Values and limits |
|---|---|---|
| Targets | Players | Target filters |
| Style | Outline Box | Outline Box, Filled Box, 3D Corners, Ground Pulse |
| Duration | 300 s | 0–3600 s, step 1 |
| Max Spots | 32 | 1–128, step 1 |
| Render Distance | 192 b | 16–512 blocks, step 1 |
| Outline Color | #FFFFFF | Color picker with alpha |
| Fill Color | #5516D237 | Color picker with alpha |
| Accent Color | #FF0000 | Color picker with alpha |
| Line Width | 1.5 px | 0.5–4 px, step 0.1 |
| Through Walls | On | On / Off |
| Chat Notification | On | On / Off |
Name Tags
Command ID: nametags.
Renders selected entity information and status indicators.
| Setting | Default | Values and limits |
|---|---|---|
| Blur Background | Off | On / Off |
| Outline | Off | On / Off |
| Elements | Name, Health, Distance | Name, Health, Distance, Equipment |
| Indicators | Sneaking, Strength, Invisible, Blocking | Sneaking, Strength, Invisible, Blocking |
| Targets | Players, Local player | Target filters |
No Render
Command ID: no_render.
Hides selected visual effects and overlays.
| Setting | Default | Values and limits |
|---|---|---|
| Hurt Camera | On | On / Off |
| Fire | On | On / Off |
| Fire Blocks | Off | On / Off |
| Smoke | Off | On / Off |
| Portal | On | On / Off |
| Pumpkin | On | On / Off |
| Nausea | On | On / Off |
| Blindness / Darkness | On | On / Off |
| Weather | On | On / Off |
| Armor | Off | On / Off |
| Bossbar | Off | On / Off |
| Totem Animation | On | On / Off |
| Scoreboard | Off | On / Off |
| Explosions | Off | On / Off |
| Status Effects | Off | On / Off |
| Crystal PvP Particles | Off | On / Off |
| Crits | Off | On / Off |
| Totem Pop Particles | Off | On / Off |
| Crystal Inside | Off | On / Off |
| Vignette | On | On / 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.
| Setting | Default | Values and limits |
|---|---|---|
| Projectile entities | Arrows, Tridents, Pearls, Potions, Throwables, Fireballs, Wind charges | Arrows, Tridents, Pearls, Potions, Throwables, Fireballs, Wind charges, Other |
| Predict own path | On | On / Off |
| Path style | Solid | Solid, Dashed, Dotted |
| Path color | #FFFFFF | Color picker with alpha |
| Thickness | 1.5 px | 0.5–6 px, step 0.1 |
| Landing style | Box | Box, Cross, Ring |
| Landing color | #3E1F66 | Color picker with alpha |
| Landing size | 0.2 b | 0.1–0.75 blocks, step 0.01 |
| Simulation | 120 t | 20–240 ticks, step 1 |
| Render range | 96 b | 16–192 blocks, step 1 |
| Through walls | On | On / Off |
Rain Particles
Command ID: rain_particles.
Renders decorative falling particles independently of world weather.
| Setting | Default | Values and limits |
|---|---|---|
| Texture | Mixed | Snow, Firefly, Star, Circle, Mixed |
| Color | #FFFFFF | Color picker with alpha |
| Size | 1× | 0.25–3 ×, step 0.01 |
| Glow | On | On / Off |
| Fall Speed | 3 b/s | 1–15 blocks/s, step 1 |
| Amount | 100 | 10–300, 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.
| Setting | Default | Values and limits |
|---|---|---|
| Show path | On | On / Off |
| Route color | #FFFFFF | Color picker with alpha |
| Breadcrumb trail | Off | On / Off |
| Trail color | #5516D2 | Color picker with alpha |
| Trail length | 3 b | 1–8 blocks, step 0.1 |
| Silent aim | Acceleration, 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.
| Setting | Default | Values and limits |
|---|---|---|
| Hold Shift | Off | On / 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.
| Setting | Default | Values and limits |
|---|---|---|
| Username | Empty | Text |
Streamer Mode
Command ID: streamer_mode.
Replaces supported local server and username displays.
| Setting | Default | Values and limits |
|---|---|---|
| Hide username | On | On / Off |
| Custom username | 中国间谍 | Text |
| Hide server ID | On | On / Off |
Tracers
Command ID: tracers.
Draws colored lines to selected entity hitboxes.
| Setting | Default | Values and limits |
|---|---|---|
| Targets | Players | Target filters |
| Tracer Color | #FFFFFF | Color 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.
| Setting | Default | Values and limits |
|---|---|---|
| Scan distance | 128 b | 16–192 blocks, step 1 |
| Width | 1–3 b | 1–6 blocks, step 1 |
| Height | 2–3 b | 1–6 blocks, step 1 |
| Tunnels | On | On / Off |
| Diagonals | On | On / Off |
| Stairs | On | On / Off |
| 1x1 shafts | On | On / Off |
| 3x1 shafts | On | On / Off |
| Tunnel settings > Minimum length | 8 b | 3–32 blocks, step 1 |
| Tunnel settings > Color | #FFFFFF1F | Color picker with alpha |
| Diagonal settings > Minimum steps | 5 steps | 3–24 steps, step 1 |
| Diagonal settings > Band width | 2–3 b | 2–5 blocks, step 1 |
| Diagonal settings > Color | #5516D21F | Color picker with alpha |
| Stair settings > Minimum steps | 6 steps | 3–24 steps, step 1 |
| Stair settings > Headroom | 3–4 b | 2–6 blocks, step 1 |
| Stair settings > Color | #FF00001F | Color picker with alpha |
| Shaft settings > Minimum depth | 8 b | 3–32 blocks, step 1 |
| Shaft settings > 1x1 color | #FFFFFF1F | Color picker with alpha |
| Shaft settings > 3x1 shafts color | #5516D21F | Color picker with alpha |
| Appearance > Shape | Both | Outline, Fill, Both |
| Appearance > Line width | 1 px | 0.5–3 px, step 0.1 |
| Appearance > Through walls | On | On / Off |
| Appearance > Tracers | Off | On / Off |
| Scanning > Limit Y range | Off | On / Off |
| Scanning > Y range | -64–319 | -64–319, step 1 |
| Scanning > Reject cave air | On | On / Off |
| Scanning > Wall thickness | 1 b | 1–3 blocks, step 1 |
| Scanning > Scan budget | 2 ms | 0.5–5 ms, step 1 |
| Scanning > Section limit | 2048 | 128–8192, 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.
| Setting | Default | Values and limits |
|---|---|---|
| Animation | Modern | Modern, Minimal, Recoil |
| Amount | 100% | 0–200 %, step 1 |
| Animation speed | 1× | 0.25–3 ×, step 0.01 |
| Equip amount | 0% | 0–100 %, step 1 |
| Hand effects > Enabled | Off | On / Off |
| Hand effects > Held items | Off | On / Off |
| Hand effects > Style | Smoke | Smoke, Sparks, Normal, Ghost |
| Hand effects > Gradient | Off | On / Off |
| Hand effects > Theme colors | Off | On / Off |
| Hand effects > Color | #B694F2 | Color picker with alpha |
| Hand effects > Accent | #5516D2 | Color picker with alpha |
| Hand effects > Opacity | 85% | 0–100 %, step 1 |
| Hand effects > Effect strength | 100% | 0–200 %, step 1 |
| Hand effects > Density | 1× | 0.25–3 ×, step 0.01 |
| Hand effects > Trail duration | 180 ms | 50–600 ms, step 1 |
| Hand effects > Trail softness | 7 px | 0–24 px, step 1 |
| Hand effects > Flow speed | 1× | 0–3 ×, step 0.01 |
| Hand effects > Glow | Off | On / Off |
| Hand effects > Glow strength | 70% | 0–200 %, step 1 |
| Hand effects > Glow radius | 14 px | 2–32 px, step 1 |
| Hand effects > Outline | 1 px | 0–6 px, step 0.1 |
| Hand effects > Outline strength | 100% | 0–200 %, step 1 |
| Held items > Scale | 1× | 0.1–2 ×, step 0.1 |
| Held items > Apply to both hands | Off | On / Off |
| Held items > Offset X | 0 b | -2–2 blocks, step 0.1 |
| Held items > Offset Y | 0 b | -2–2 blocks, step 0.1 |
| Held items > Offset Z | 0 b | -2–2 blocks, step 0.1 |
| Held items > Rotation X | 0° | -180–180 °, step 1 |
| Held items > Rotation Y | 0° | -180–180 °, step 1 |
| Held items > Rotation Z | 0° | -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.
| Setting | Default | Values and limits |
|---|---|---|
| Blur | On | On / Off |
| Blur radius | 8 px | 1–20 px, step 1 |
| Screen Blur | Off | On / Off |
| Screen Blur Radius | 4 px | 1–20 px, step 1 |
| Bloom | Off | On / Off |
| Bloom radius | 8 px | 1–20 px, step 1 |
| Accent lighting | Off | On / Off |
| Light intensity | 45% | 0–100 %, step 1 |
| ClickGUI > Shader Background | Off | On / Off |
| ClickGUI > Particles | On | On / Off |
| Fun > Liquid Marble | Off | On / Off |
| Fun > Theme color | Off | On / Off |
| Fun > Accent | #B694F2 | Color picker with alpha |
| Fun > Strength | 22% | 0–100 %, step 1 |
| Fun > Speed | 0.5× | 0–2 ×, step 0.01 |
| Fun > Scale | 1× | 0.25–4 ×, step 0.01 |
| Footprints > Enabled | Off | On / Off |
| Footprints > Color | #5516D2 | Color picker with alpha |
| Footprints > Fade duration | 3 s | 0.5–10 s, step 0.1 |
| Footprints > Size | 1× | 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.
| Setting | Default | Values and limits |
|---|---|---|
| Ores | Diamond and emerald ores, including deepslate; ancient debris | Open the block selector |
| Range | 128 b | 1–512 blocks, step 1 |
| Filter Veins | Off | On / Off |
| Vein Size | 1–64 b | 1–64 blocks, step 1 |
| Shape | Outline | Outline, Fill, Filled Box |
| ESP Color | #FFFFFF | Color picker with alpha |
| Tracers | Off | On / Off |
| Tracer Color | #5516D2 | Color picker with alpha |
Zoom
Command ID: zoom.
Narrows your field of view for a closer look.
Use a Hold bind for temporary zoom.
| Setting | Default | Values and limits |
|---|---|---|
| Factor | 4× | 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.
| Setting | Default | Values and limits |
|---|---|---|
| Range | 4 b | 1–5 blocks, step 0.1 |
| Delay | 100 ms | 0–500 ms, step 1 |
| Harvest | On | On / Off |
| Replant | On | On / Off |
| Crops > Wheat | On | On / Off |
| Crops > Carrots | On | On / Off |
| Crops > Potatoes | On | On / Off |
| Crops > Beetroot | On | On / Off |
| Crops > Nether wart | On | On / Off |
| Silent aim | Instant, 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.
| Setting | Default | Values and limits |
|---|---|---|
| Search > Scan range | 128 b | 32–256 blocks, step 1 |
| Search > Base maximum Y | -1 | -60–0, step 1 |
| Search > Clue search radius | 96 b | 32–160 blocks, step 1 |
| Search > Minimum confidence | 35 /100 | 10–85 /100, step 1 |
| Search > Minimum storage | 8 b | 2–128 blocks, step 1 |
| Search > Require recent activity | Off | On / Off |
| Search > Scan budget | 2 ms | 1–5 ms, step 1 |
| Amethyst > Amethyst minimum samples | 8 | 4–32, step 1 |
| Amethyst > Amethyst mature share | 60% | 40–100 %, step 1 |
| Activity methods > Amethyst maturity | On | On / Off |
| Activity methods > Aged kelp | On | On / Off |
| Activity methods > Surface kelp | On | On / Off |
| Activity methods > Honey accumulation | On | On / Off |
| Activity methods > Grounded vines | On | On / Off |
| Activity methods > Long cave vines | On | On / Off |
| Activity methods > Reed / cactus growth | On | On / Off |
| Activity methods > Long dripstone | On | On / Off |
| Activity methods > Stripped geode | Off | On / Off |
| Activity methods > Harvested berry patch | Off | On / Off |
| Activity methods > Buried excavation | On | On / Off |
| Activity methods > Rotated deepslate | On | On / Off |
| Activity methods > Redstone | On | On / Off |
| Activity methods > Underground entities | On | On / Off |
| Activity methods > Underground activity | On | On / Off |
| Visuals > Evidence HUD | On | On / Off |
| Visuals > Focused tracer | On | On / Off |
| Visuals > Search area | On | On / Off |
| Visuals > Outline storage | On | On / Off |
| Visuals > World labels | On | On / Off |
| Visuals > World label size | 2× | 1–4 ×, step 0.02 |
| Visuals > Show found bases | Off | On / Off |
| Visuals > World markers | 8 | 1–24, step 1 |
| Visuals > Activity clue color | #FFFFFF | Color picker with alpha |
| Visuals > Visible base color | #5516D2 | Color picker with alpha |
| Visuals > Found base color | #FF0000 | Color 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.
| Setting | Default | Values and limits |
|---|---|---|
| Distance | 3 b | 1–6 blocks, step 0.1 |
| Minimum Fall Distance | 2 b | 0–5 blocks, step 0.1 |
| Walls only | On | On / Off |
| Silent aim | Linear, Off, 180°, 80° | Rotation controls |
| Silent aim > Return | 5 t | 0–20 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.
| Setting | Default | Values and limits |
|---|---|---|
| Skin username | Steve | Text |
Fast Break
Command ID: fast_break.
Adjusts mining progress and cooldown.
| Setting | Default | Values and limits |
|---|---|---|
| Speed boost | On | On / Off |
| Speed | 20% | 1–100 %, step 1 |
| Custom cooldown | On | On / Off |
| Cooldown | 0 t | 0–5 ticks, step 1 |
| Break slowdown | In air, In water, Mining fatigue | In air, In water, Mining fatigue |
| Spoof ground state | Off | On / 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.
| Setting | Default | Values and limits |
|---|---|---|
| Auto disable | On | On / 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.
| Setting | Default | Values and limits |
|---|---|---|
| Mode | Grim | Vulcan, Grim, Intave, Vanilla, Legit, Custom |
| Technique | Normal | Normal, FastBridge, Expand, GodBridge, Breezy, Telly |
| Block supply | Hotbar | Off, Hotbar, Full inventory |
| Keep Y | Off | Off, On, JumpKey, Falling |
| SafeWalk | Sneak | None, Stop, Sneak, On edge |
| Sneak pulse | Off | On / Off |
| Tower | None | None, Motion, Pulldown, Karhu, Vulcan |
| Keep tower yaw | Off | On / Off |
| Delay | 0–0 t | 0–5 ticks, step 1 |
| Render | On | On / Off |
| Full sprint (experimental) | Off | On / Off |
| Placement > Block blacklist | None | Open the block selector |
| Placement > Placement prediction | Normal | Off, Normal, Custom |
| Placement > Backoff | 0.2 b | 0–0.4 blocks, step 0.01 |
| Placement > Cutoff | 0.05 b | 0–0.3 blocks, step 0.01 |
| Placement > Warmup | 2 | 0–4, step 1 |
| Placement > Expand > Length | 4 b | 1–10 blocks, step 1 |
| Movement > Normal > Eagle | Off | On / Off |
| Movement > Normal > Every | 0–0 | 0–10, step 1 |
| Movement > Normal > Edge | 0.01–0.05 b | 0.01–1.3 blocks, step 0.01 |
| Movement > Normal > GroundOnly | Off | On / Off |
| Movement > Normal > Down | Off | On / Off |
| Movement > Normal > Stabilize | On | On / Off |
| Movement > Normal > Ceiling | Off | On / Off |
| Movement > GodBridge > Movement | Jump | Jump, Sneak, StopInput, Backwards |
| Movement > GodBridge > Jump every | 8 b | 1–20 blocks, step 1 |
| Movement > GodBridge > Sneak every | 5 b | 1–20 blocks, step 1 |
| Movement > GodBridge > Sneak duration | 1–1 t | 1–10 ticks, step 1 |
| Movement > Breezy > Edge | 0.45–0.5 b | 0.25–0.5 blocks, step 0.01 |
| Movement > SafeWalk > Distance | 0.1–0.15 b | 0.05–0.5 blocks, step 0.01 |
| Movement > SafeWalk > Keep | 1–2 t | 1–20 ticks, step 1 |
| Movement > SafeWalk > Mode | Stop | Stop, Invert, Center |
| Movement > SafeWalk > Sneak | 0–0 t | 0–20 ticks, step 1 |
| Movement > SafeWalk > Jump | Off | On / Off |
| Movement > Motion > Motion | 0.42 b/t | 0–1 blocks/tick, step 0.01 |
| Movement > Motion > Trigger | 0.78 b | 0.76–1 blocks, step 0.01 |
| Movement > Motion > Slow | 1× | 0–3 ×, step 0.01 |
| Movement > Pulldown > Trigger | 0.1 b/t | 0–0.2 blocks/tick, step 0.01 |
| Movement > Karhu > Timer | 5× | 0.1–10 ×, step 0.1 |
| Movement > Karhu > Trigger | 0.06 b/t | 0–0.2 blocks/tick, step 0.01 |
| Movement > Karhu > Pulldown | On | On / Off |
| Movement > Sprint | Unchanged | Unchanged, Sprint, No Sprint, Pause after place, Air only, Custom |
| Movement > Client | Unchanged | Unchanged, Force sprint, No sprint, Pause after place, Air only |
| Movement > Server | Unchanged | Unchanged, Force sprint, No sprint, Pause after place, Air only |
| Movement > Ledge recovery | Off | On / Off |
| Silent aim | Acceleration, Silent, 160°, 80° | Rotation controls |
| Silent aim > Aim point | Center | Center, Random, Stabilized, Nearest rotation, Reverse yaw, Diagonal yaw, Angle yaw, Edge point |
| Silent aim > Angle randomization | 0° | 0–10 °, step 1 |
| Silent aim > Static angle | Off | On / Off |
| Silent aim > Reset threshold | 2° | 1–180 °, step 1 |
| Silent aim > Return | 5 t | 1–30 ticks, step 1 |
| Silent aim > Pause in inventory | Off | On / Off |
| Silent aim > Timing | Normal | Normal, On tick, On tick snap |
| Packets > Swing | Server only | Visible, Hidden, Server only, Client only |
| Packets > Extra attempts | Off | Off, Failed, All |
| Packets > CPS | 5–8 | 1–100, step 1 |
| Packets > Pattern | Stabilized | Stabilized, Efficient, Spamming, DoubleClick, Drag, Butterfly, NormalDistribution |
| Visuals > Style | Normal | Normal, Custom |
| Visuals > Preset | Smooth | Smooth, Pop, Shrink, Trail |
| Visuals > Color | #FFFFFF5A | Color picker with alpha |
| Visuals > Outline | #5516D2 | Color picker with alpha |
Timer
Command ID: timer.
Applies a client tick-speed multiplier independently of server TPS.
| Setting | Default | Values and limits |
|---|---|---|
| Game speed | 2× | 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.
