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Module reference

Every one of the 95 modules, what it is for, and what each of its settings does.

Settings marked (hidden until enabled) only appear once the option above them is switched on, so the menu stays short until you need the detail. Anything named (risky) fabricates movement, rotation or timing you did not actually perform — those are off by default and can get you rubber-banded or kicked.


Finding bases, stashes & players

The core of the addon. These look for other people's things — bases, stashes, farms, hidden players — using chunk data, packets, block patterns and timing.

active-chunk-detector++

Tells a chunk somebody is holding open from one nobody has touched, by reading the parts of its state that only move while a player is near it.

General

  • chunk-rangedefault 16
    How far out to keep showing traces, in chunks.
  • chatdefault true
    Print a message the first time each area is picked up.

Methods

  • held-in-memorydefault true
    Flag chunks the server hands back too fast to have come off disk. Reading a chunk from storage takes real time; one already sitting in memory does not, and it is only in memory because something is keeping it there.
  • instant-thresholddefault 3, hidden until enabled
    A chunk arriving within this many milliseconds of the one before counts as instant. Lower is stricter.
  • instant-rundefault 20, hidden until enabled
    How many instant arrivals in a row before it counts. A couple happen naturally; a long run does not.
  • adaptive-timingdefault true, hidden until enabled
    Work out what a normal arrival gap looks like on this server rather than using a fixed number. Servers that tick regions on separate threads — Folia and its forks — deliver chunks in bursts that a fixed threshold either misses entirely or fires on constantly. Learning the baseline first fixes both.
  • has-growndefault true
    Flag chunks holding crops, saplings or plants grown past the stage they reach on their own. Growth only happens while a chunk is being ticked, so advanced growth is proof the ground was held open — and because it is written into the block itself, it survives relogs, works at any distance and does not care how the server threads its regions. This is the one that cannot be fooled.
  • min-growndefault 12, hidden until enabled
    How many well-grown plants a chunk needs before it counts. A couple grow naturally near spawn chunks; a field of them does not.
  • ignore-my-rangedefault 12
    Ignore chunks this close to you, in chunks. Your own presence is what keeps nearby ground loaded and ticking, so anything inside your render distance would flag on you rather than on anybody else. Set it to roughly your render distance.
  • state-changedefault true
    Compare a chunk against how it looked last time and see whether the parts that only move while it is loaded have moved. The clock the game keeps of how long players have spent in a chunk is the main one: it advances while somebody is in range and sits perfectly still otherwise. So if it has gone up between two sightings, a player was there in between. Nothing else can move it, which makes this proof rather than a guess.
  • min-gapdefault 60, hidden until enabled
    How long you must have been away before a comparison counts, in seconds. Too short and you catch normal ticking from your own presence.
  • min-changedefault 3, hidden until enabled
    How many seconds the inhabited clock has to gain before it counts. One or two can come from you passing through yourself; more than that means somebody else.
  • total-time-heredefault true
    Flag chunks the game says players have spent a long time in. It is recorded per chunk and survives after they leave, so it points at where somebody actually lives rather than where they walked.
  • minutes-spentdefault 120, hidden until enabled
    How many minutes of recorded presence a chunk needs.
  • changes-unattendeddefault true
    Flag chunks whose blocks change while no player is visible to you. Something is running there — a farm ticking, or somebody out of render distance.
  • min-changesdefault 20, hidden until enabled
    How many changes with nobody visible before it counts.

Render

  • box-ydefault 63
    Height to draw the boxes at. Sea level by default so they sit where you can see them.
  • colordefault new SettingColor(90, 0, 160, 90
    Colour of the trace boxes.
  • shape-modedefault ShapeMode.Both
    Outline only, filled sides only, or both.
  • tracersdefault false
    Draw a line from you to each trace.

anomaly-scan++

Learns what ordinary ground looks like on this server, then flags the chunks that do not match — finds builds made from plain terrain that block lists never catch.

General

  • deviationdefault 3.0
    How far from normal a chunk has to sit before it counts, measured in standard deviations. 2 flags roughly one chunk in twenty and finds plenty of nothing; 3 is the usual sweet spot; 4 only fires on the obvious.
  • learn-firstdefault 120
    How many chunks to measure before it starts judging anything. It cannot know what is unusual until it has seen enough ordinary ground, and too few makes it flag everything.
  • min-signalsdefault 2
    How many separate properties must be off at once. One odd number happens naturally all the time; two or three together rarely does.
  • min-ydefault -60
    Lowest height to measure.
  • max-ydefault 60
    Highest height to measure. Keeping this under the surface avoids trees and hills skewing the baseline.
  • scan-ratedefault 3
    How many newly loaded chunks to measure each tick. Lower this if the game stutters while flying.
  • chatdefault true
    Report each anomaly in chat, along with which properties were off.
  • relearn-on-dimensiondefault true
    Throw the baseline away when you change dimension. The Nether looks nothing like the Overworld, so a baseline learned in one is meaningless in the other.

Render

  • rangedefault 16
    How far out to keep showing flagged chunks, in chunks.
  • box-ydefault 63
    Height to draw the boxes at. Sea level by default.
  • weak-colordefault new SettingColor(255, 220, 60, 70
    Colour for a chunk that only just crosses the line.
  • strong-colordefault new SettingColor(255, 60, 60, 110
    Colour for a chunk far outside normal — the ones worth flying to.
  • shape-modedefault ShapeMode.Both
    Outline only, filled sides only, or both.

anti-anti-esp++

Recovers blocks the server left out of your chunk data. It listens to the messages that carry a real position — block entities, particles, sounds, live block changes — and keeps only the ones landing where your client shows plain stone, which is the server contradicting itself.

General

  • rangedefault 160
    How far out to keep what has been recovered, in blocks.
  • forget-on-updatedefault true
    Keep a recovered position until the server actually says that block changed, instead of dropping it after a timer. Hiding a block from chunk data is easy, but when somebody breaks it the server has to send a block update or your world would be wrong — so no update means it is still there. Works on anything, not just amethyst, and it sends nothing.
  • remember-fordefault 600, hidden until enabled
    How long a recovered position stays on screen, in seconds. Only used when forget-on-update is off — with that on, a position is kept until the server says it changed, which needs no timer.
  • chatdefault false
    Report each recovery in chat.

Channels

  • block-changesdefault true
    Read single block changes. Something being placed inside ground the server told you was solid is that ground exposed as a lie. Blocks being broken are ignored — that is activity, not a hidden find, and deep-activity++ is the module for it.
  • bulk-changesdefault true
    Read bulk section updates as well. Mining and explosions arrive this way rather than one block at a time, so leaving this off misses most of what people are doing.
  • block-entitiesdefault true
    Read block entities. Chests, hoppers, spawners and signs travel in their own packet with a real position attached, and the protection does not touch it — this is the most reliable channel there is.
  • particlesdefault true
    Read particles. Amethyst, dripstone drips, portals and lava all give themselves away this way, and it works even when the block itself has been stripped out of the chunk you were sent.
  • soundsdefault true
    Read sounds. Amethyst chimes, water drips and machinery all carry a position, so a place that is silent in your chunk data can still be noisy on this channel.

Filter

  • beyond-send-rangedefault true
    Trust anything reported from further away than the server says it sends chunks. It announces that distance itself, so a position past it cannot have come from chunk data at all — it can only have arrived on one of the honest channels. That makes it certain rather than probable, and it needs no guessing about what your client is drawing.
  • only-hiddendefault true
    Only keep positions where your client currently shows deepslate, stone or air. That mismatch is the protection caught in the act — the server described something real in a place it told you was solid rock.
  • below-y-onlydefault true
    Only keep what is under the height below, which is where the ground gets replaced.
  • below-ydefault 0, hidden until enabled
    The height that limit uses.

Force Data

  • force-datadefault false
    Try to make the server send the real thing rather than only listening for slips. It decides what to hide from two things it cannot verify: where you say you are, and where you say you are looking. Everything under this claims one of those is different from the truth, so all of it carries some risk — the options only appear once this is on.
  • look-down (risky)default false, hidden until enabled
    Report your view as pointing straight down while your actual view stays put. If the rule is that you only get amethyst and dripstone you are looking at, then as far as the server is concerned you are always looking at the ground. Your aim on screen does not move, but rotation you never made is the classic thing anti-cheats watch for.
  • look-sweep (risky)default false, hidden until enabled
    Turn the reported view right around between updates so every direction counts as looked at, not just downward. Covers far more ground than looking down alone, and looks correspondingly worse — a player does not spin like this.
  • claim-below-y (risky)default false, hidden until enabled
    Report a height under the cutoff so the server stops swapping the ground for deepslate, then correct back the same tick. This is the one that gets you data from above ground, and it is also the most obvious — you are claiming to be somewhere you are not.
  • claim-ydefault -8, hidden until enabled
    The height to report. It needs to sit under the cutoff to be worth anything.
  • force-ratedefault 10, hidden until enabled
    Ticks between attempts. Slower is quieter and less likely to be noticed.

Render

  • block-colordefault new SettingColor(0, 255, 140, 220
    Colour for blocks recovered from change or block-entity packets.
  • hint-colordefault new SettingColor(255, 190, 0, 180
    Colour for positions recovered from particles or sounds, where the exact block is unknown.
  • shape-modedefault ShapeMode.Both
    Outline only, filled sides only, or both.
  • tracersdefault false
    Draw a line from you to each recovery.

base-detector++

Flags chunks emitting heavy particle activity (working bases).

General

  • score-by-typedefault true
    Score particles by how base-like they are (witch 4, flame/enchant 3, smoke/portal/campfire 2, redstone/note 1) instead of counting each one as 1.
  • block-scoringdefault false
    Also score chunks by player-placed blocks (workstations/storage/farming/lighting), on top of particle activity.
  • block-scan-intervaldefault 40, hidden until enabled
    Ticks between block-scoring passes.
  • thresholddefault 25
    Particle packets in the window to flag a chunk.
  • window-ticksdefault 60
    Length of the counting window, in ticks.
  • box-ydefault 64
    The Y height to draw the box/marker at.
  • line-colordefault new SettingColor(255, 90, 255, 220
    Colour of the box outline.

block-entity-debug++

Finds chests, hoppers, spawners and other containers below a set height — a stash finder.

General

  • y-thresholddefault 40
    Only keep block entities at or below this Y.
  • containers-onlydefault true
    Only storage (chests, barrels, shulkers, hoppers, furnaces...). Off = every block entity.
  • deduplicatedefault true
    Keep one marker per position; don't re-add when a chunk reloads.
  • live-updatesdefault true
    Also read the raw BlockEntityUpdate packet stream, not just chunk packets.
  • catch-disguised-blocksdefault false
    Flag block entities the server packs down to bedrock (Y<=spoof-y) to HIDE their real position. On servers that scrub stash coords, these low-Y ghosts are the tell that a stash exists nearby.
  • spoof-ydefault 0, hidden until enabled
    A block entity at or below this Y is treated as a hidden/spoofed position.
  • chatdefault true
    Print each new find to chat.
  • alert-nbtdefault false, hidden until enabled
    Include the block entity's NBT in the chat alert (observable data only).
  • max-storeddefault 2000
    Cap on finds kept/rendered.

Render

  • render-distancedefault 256
    Only draw finds within this many blocks.
  • tracersdefault true
    Line from camera to each find.
  • shape-modedefault ShapeMode.Both
    Box fill/outline.
  • fill-colordefault new SettingColor(225, 0, 255, 40
    Colour of the filled faces of each box.
  • line-colordefault new SettingColor(225, 0, 255, 255
    Box outline.
  • tracer-colordefault new SettingColor(225, 0, 255, 160
    Tracer line.
  • mark-deep-chunksdefault false
    Draw a flat box at sea level over any chunk that holds a block entity below deep-y, once it's past box range. Lets you spot deep-stash chunks from high ground / across the map.
  • deep-ydefault 5, hidden until enabled
    A block entity below this Y makes its chunk get a box.
  • box-ydefault 63, hidden until enabled
    Y level to draw the chunk box at (sea level by default).
  • box-distancedefault 1024, hidden until enabled
    Max horizontal distance to draw deep-chunk boxes.
  • box-colordefault new SettingColor(255, 60, 60, 220, hidden until enabled
    Deep-chunk box color.

Hoppers

  • hopper-signalsdefault false
    Read the comparator signal coming off nearby hoppers. A hopper that reports a changing signal is moving items, which gives away a sorting system or an active farm even when the storage behind it is walled in. Also available on its own as hopper-debug++; running both is harmless.
  • min-hoppersdefault 4, hidden until enabled
    How many hoppers must sit together before it's worth reporting.
  • hopper-colordefault new SettingColor(255, 200, 60, 200, hidden until enabled
    Colour used for hopper clusters.

Hidden Storage

  • hidden-storagedefault false
    Compare the containers the server tells you about against the ones your game is actually drawing. Anything the server sent but you can't see is buried, walled in, or behind a chunk that never rendered — which is exactly where stashes are.
  • min-hiddendefault 4, hidden until enabled
    How many unseen containers a chunk needs before it's reported.
  • pinpointdefault true, hidden until enabled
    Box each unseen container individually instead of just marking the chunk, so you know exactly where to dig.
  • hidden-colordefault new SettingColor(255, 0, 200, 220, hidden until enabled
    Colour used for unseen containers.

Dense Chunks

  • stash-chunksdefault false
    Also box whole chunks that are packed with block entities (a stash), not just the individual ones.
  • stash-thresholddefault 30, hidden until enabled
    How many block entities a chunk needs before it counts as a stash.
  • stash-marker-ydefault 64, hidden until enabled
    Y height to draw the dense-chunk marker at.
  • stash-colordefault new SettingColor(255, 0, 120, 200, hidden until enabled
    Colour of the dense-chunk marker.

Depth Guard

  • depth-guarddefault false
    Warn in chat as you approach the anti-cheat's Y limit, and remind you to re-log once you cross it. Chat only — it never disconnects you.
  • danger-ydefault -55, hidden until enabled
    Y level that triggers the re-log reminder.
  • warn-distancedefault 6, hidden until enabled
    Blocks above danger-Y to start warning.

break-indicators++

Boxes blocks being broken, shrinking with progress.

General

  • color-at-startdefault new SettingColor(255, 0, 0, 30
    Colour at the start (0% progress).
  • color-when-donedefault new SettingColor(0, 255, 0, 60
    Colour at the end (100% progress).
  • line-colordefault new SettingColor(255, 255, 255, 200
    Colour of the box outline.
  • shape-modedefault ShapeMode.Both
    How boxes are drawn: outline only, filled sides only, or both.
  • timeout-ticksdefault 100
    Forget a break if no update arrives for this many ticks (in case the finish/cancel packet is missed).

chunk-finder++

Base/stash chunk finder with selectable detection methods (geology, entities, growth, velocity).

Modes — All, Fast, Thorough, Custom

General

  • ignore-near-medefault 2
    Never flag chunks this close to you. Mining or building changes the very blocks this looks for, so without it your own work keeps flagging the chunk you are standing in.
  • chunk-delaydefault 0.0
    Hold each newly arrived chunk this long before scanning it. Flying somewhere new delivers chunks faster than they can be checked, and the queue starts dropping the oldest ones before they are ever looked at. A short delay lets the backlog clear first, so nothing is thrown away unscanned. 0 scans as fast as it can.
  • sensitivitydefault 3
    How many separate detections a place needs before it gets flagged, out of 20. 1 means a single hit is enough — noisy but misses nothing. 10 means it wants ten before it says anything. This is the only number most people need to touch.
  • scan-zone-sizedefault 1
    Group chunks into zones this many across before deciding anything. 1 keeps every chunk separate, which is the most precise. Higher merges neighbours into one find, so a base spread over several chunks reports once instead of lighting up a whole grid. 6 is the widest, which covers a large base without swallowing unrelated ground.
  • custom-thresholdsdefault false
    Set each threshold by hand instead of letting the sensitivity slider work them out. Leave this off unless you want to fine-tune one particular detection.
  • methodsdefault MethodPreset.All
    Which detection methods to run. Fast = the cheap packet-based ones only (kind to your framerate). Thorough = everything including the block scans. All = same as Thorough. Custom = pick them yourself below.
  • scan-ratedefault 4
    How many newly loaded chunks to analyse each tick. Lower this if the game stutters while flying or after an RTP; raise it to find things sooner.
  • method-geologydefault true, hidden until enabled
    Isolated mineral lines + deepslate anomalies (mined bases/tunnels).
  • method-entitiesdefault true, hidden until enabled
    Kept pets / farm mobs above Y16 (villager, iron golem, fox, cat).
  • method-growthdefault true, hidden until enabled
    Farm-scale kelp/vine columns.
  • method-velocitydefault false, hidden until enabled
    Flag chunks that emit nonzero entity-velocity packets.
  • method-storagedefault true, hidden until enabled
    Flag chunks packed with containers (stash / storage room).
  • storage-thresholddefault 5, hidden until enabled
    Containers in a chunk to flag it.
  • method-skylightdefault false, hidden until enabled
    Roof detection (AnomalyColumnScanner method): flags surface columns that SHOULD see open sky but have blocked skylight above sea level = someone built a roof/overhang over them.
  • skylight-columnsdefault 20, hidden until enabled
    Roofed columns in a chunk to flag it.
  • flat-clustersdefault false
    Highlight patches of blocks laid out flat, the way a floor or a platform is. Terrain almost never produces a level slab of one material, so a flat patch is somebody having built one. The patch is drawn where it actually is rather than the whole chunk, and it can sit at any height: a floor, a roof, or a landing partway up a shaft.
  • flat-min-blocksdefault 20, hidden until enabled
    How many blocks a level patch needs before it counts. Small numbers pick up natural ledges; a proper floor is much bigger than that.
  • flat-colordefault new SettingColor(60, 130, 255, 90, hidden until enabled
    Colour used for those patches.
  • method-unnaturaldefault true, hidden until enabled
    Blocks that do not generate underground: cobblestone, planks of any wood, torches, rails, ladders and crafting tables. None of it forms naturally down there, so a cluster of it is somebody's build. From the PlayerChunkFinder approach in the shared files.
  • unnatural-below-ydefault 50, hidden until enabled
    Only count those blocks below this height, where none of them belong.
  • method-redstonedefault true, hidden until enabled
    Powered redstone: repeaters and comparators that are currently carrying a signal. Redstone only stays powered while something is driving it, so a live circuit underground is a base that is running right now rather than one somebody abandoned. Comes from the TuffChunkFinder approach in the shared files.
  • method-scoredefault false
    Weighted scoring (WizzyScanner / LarpDebug method): each signal in a chunk adds weighted points; flag if total >= min-score. Catches bases that are only mildly suspicious on any single signal but add up.
  • min-scoredefault 30, hidden until enabled
    Total weighted score to flag a chunk.
  • min-column-heightdefault 25, hidden until enabled
    Kelp/vine column height that counts as a farm .
  • entity-rangedefault 256
    Max distance to react to a suspicious entity/velocity.

Geology

  • line-lengthdefault 10, hidden until enabled
    Min vertical run to count as a line.
  • isolation-radiusdefault 8, hidden until enabled
    A line is only counted if no same block sits within this radius (natural rock is clustered).
  • detect-normal-deepslatedefault true, hidden until enabled
    Look for ordinary deepslate placed where it shouldn't be. Deepslate only forms deep underground, so finding it up high usually means someone put it there.
  • deepslate-thresholddefault 2, hidden until enabled
    How many suspicious deepslate blocks (of the types ticked above) must be in a chunk before it's flagged. Lower = more sensitive, more false alarms.
  • detect-cobbled-deepslatedefault true, hidden until enabled
    Look for cobbled deepslate (the cracked kind you get from mining it). It doesn't occur naturally, so a pile of it means player mining/building.
  • detect-rotated-deepslatedefault true, hidden until enabled
    Look for deepslate turned on its side. Natural deepslate always stands upright, so sideways ones were placed by a player.
  • deepslate-min-ydefault 16, hidden until enabled
    Normal deepslate at/above this Y is suspicious (it's naturally below 0).
  • ignore-exposeddefault true, hidden until enabled
    Ignore blocks touching air/fluid (natural exposure).
  • trial-chamber-skipdefault 40, hidden until enabled
    Skip a chunk with at least this many trial-chamber blocks.

Render

  • rangedefault 8
    How far out to look for and show flagged chunks, measured in chunks around you. 0 = only the chunk you stand in, 8 = a 17x17 chunk area. Bigger = see more but heavier.
  • ignore-holeydefault false
    Don't highlight a flagged chunk if it has an exposed vertical hole (cuts natural cave false positives).
  • require-min-evidencedefault false
    Also require a chunk to hold at least 'sensitivity' evidence blocks (vines, kelp, or placed deepslate) before showing it. Filters out chunks that tripped on one weak signal.
  • loaded-ticksdefault false
    Also flag chunks that stay loaded near you for a long time (persistent = base).
  • loaded-ticks-requireddefault 600, hidden until enabled
    Ticks a chunk must stay loaded to flag.
  • render-ydefault 64
    Y level to draw the chunk box.
  • tracersdefault false
    Draw a line from you to each flagged chunk so you can see the direction at a glance.
  • chatdefault true
    Print a message in chat when a new suspicious chunk is found.
  • shape-modedefault ShapeMode.Both
    How the boxes are drawn: outline only, filled sides only, or both.
  • fill-colordefault new SettingColor(0, 255, 255, 90
    The colour of the filled/shaded part of the box.
  • line-colordefault new SettingColor(0, 255, 255, 255
    The colour of the box outline.
  • highlight-blocksdefault false
    Instead of only a chunk box, colour each individual anomaly block (deepslate/cobbled/rotated) inside a flagged chunk.
  • highlight-colordefault new SettingColor(255, 255, 0, 160, hidden until enabled
    The colour used when highlighting the individual suspicious blocks inside a chunk.

chunk-loader++

Keeps the server sending you chunks instead of letting them settle. Safe methods ask politely; the risky ones claim a position you aren't at and load far more ground.

General

  • ratedefault 10
    Ticks between each round of requests. Faster keeps more chunks alive but sends more packets; slower is quieter.
  • only-when-stilldefault false
    Pause while you're actually walking. Moving already makes the server stream chunks, so this saves traffic when it isn't needed.

Safe Methods

  • request-chunksdefault false
    Tell the server a low view distance and then immediately the real one again. It answers by re-sending the true contents of everything that came back into range, which is how you get past a server that fills distant chunks with fake deepslate. Your own render distance never changes — the value is restored in the same tick, so nothing you see is affected and no frames are lost.
  • request-everydefault 60, hidden until enabled
    Rounds between each re-request. Every reload costs a burst of traffic, so keep this comfortably above the rate.
  • request-distancedefault 2, hidden until enabled
    The low value reported to the server during a request. Lower means more chunks get re-sent when the real value is reported again a moment later.
  • view-refreshdefault false
    Ask the client to rebuild its terrain, which makes it request anything the server sent but never drew. Purely local — nothing is sent to the server at all, so this is the safest option here.
  • refresh-everydefault 40, hidden until enabled
    Rounds between each rebuild. Rebuilding is not free, so keep this well above the rate.

Risky Methods

  • enable-riskydefault false
    Show the methods that claim a position you are not at. They load far more ground than the safe ones, and they are the only things here an anti-cheat has any reason to object to — a rubber-band or a kick is possible, occasionally on a false positive. The options stay hidden until you turn this on.
  • look-around (risky)default false, hidden until enabled
    Sweep where you're looking. Servers that send chunks in the direction you face will keep feeding you the whole circle instead of one arc. This is just a normal look packet, so it's completely safe.
  • stay-active (risky)default false, hidden until enabled
    Send an ordinary position update every round even when you haven't moved. Some servers stop streaming to players they think have gone idle; this keeps you counted as active.
  • ground-flip (risky)default false, hidden until enabled
    Alternate the on-ground flag between rounds. Standing and falling run through different checks on the server, so flipping it makes both re-examine your position. Vanilla sends both states constantly.
  • micro-move (risky)default false, hidden until enabled
    Add a hair of movement to each position so packets reporting no change aren't discarded. The distance is far too small to look like cheating.
  • height-ping (risky)default false, hidden until enabled
    Tell the server you're high above the terrain, then correct straight back. From up there nothing blocks its view so it streams chunks to your full distance. This is the strongest method by far — and it's a position you aren't really at, which anti-cheats can read as flying. Expect the odd rubber-band, and a kick on strict servers.
  • above-ydefault 320, hidden until enabled
    The height to claim. It needs to clear the terrain around you to be worth anything.

deep-activity++

Everything block-update based, each its own tick: hidden chunk activity below a Y line, raw update positions anywhere, and mining-rate / tunnel alerts.

General

  • sensitivitydefault 3
    How many separate detections a place needs before it gets flagged, out of 20. 1 means a single hit is enough — noisy but misses nothing. 10 means it wants ten before it says anything. This is the only number most people need to touch.
  • custom-thresholdsdefault false
    Set each threshold by hand instead of letting the sensitivity slider work them out. Leave this off unless you want to fine-tune one particular detection.
  • y-leveldefault 0
    Only count block activity below this Y.
  • ignore-selfdefault true
    Ignore block changes you cause yourself, so your own mining doesn't flag the chunk you're standing in.
  • self-radiusdefault 6, hidden until enabled
    Block changes closer than this to you count as yours and are ignored.
  • scan-zone-sizedefault 1
    Group chunks into zones this many across before deciding anything. 1 keeps every chunk separate, which is the most precise. Higher merges neighbours into one find, so a base spread over several chunks reports once instead of lighting up a whole grid. 6 is the widest, which covers a large base without swallowing unrelated ground.
  • min-updatesdefault 3, hidden until enabled
    Block updates in a chunk (below the Y level) before it's highlighted.
  • dropped-itemsdefault true
    A newly-appeared dropped item/block below the Y level flags the chunk instantly, ignoring the minimum.
  • ignore-after-loaddefault 3
    Ignore a chunk's block updates for this long after it loads — skips the anti-xray reveal burst.
  • updates-per-second-capdefault 200
    Max block updates counted per chunk per second — high so real farms count fully; only absurd bursts get capped.
  • forget-when-closedefault 48
    Clear a chunk's highlight once you're this close (it's rendered now).
  • farm-guarddefault true
    Stop processing a zone once it floods you with updates. Farms fire thousands of block changes a second, and handling every one is what makes the game stutter near them. The zone is still flagged — it just stops being re-counted.
  • updates-per-zone-capdefault 400, hidden until enabled
    Updates from one zone in a single tick before it's treated as a farm and skipped.
  • popupdefault false
    Show a popup on screen. Off by default — the chat line is usually enough and popups get intrusive when several chunks trip at once.
  • chatdefault true
    Print a message in chat.
  • sounddefault true
    Play a sound alert.

Amethyst

  • amethyst-highlightdefault false
    Colour amethyst by how far it has grown. A geode nobody touches fills up with fully-grown clusters; one being harvested is stripped back to bare budding blocks, because the grown ones keep getting taken. That difference tells you somebody is working it.
  • show-buddingdefault true, hidden until enabled
    Include budding amethyst — the block crystals grow out of. It cannot be mined, so a geode down to bare budding blocks is a farmed one.
  • show-blocksdefault false, hidden until enabled
    Include plain amethyst blocks too. Geodes are full of them, so this gets noisy.
  • amethyst-rangedefault 48, hidden until enabled
    How far out to look for amethyst, in blocks.
  • amethyst-scan-ticksdefault 40, hidden until enabled
    Ticks between amethyst sweeps.
  • budding-colordefault new SettingColor(255, 90, 220, 220, hidden until enabled
    Colour for budding amethyst.
  • small-colordefault new SettingColor(120, 80, 200, 200, hidden until enabled
    Colour for a small bud — just started.
  • medium-colordefault new SettingColor(160, 90, 230, 210, hidden until enabled
    Colour for a medium bud.
  • large-colordefault new SettingColor(200, 110, 245, 220, hidden until enabled
    Colour for a large bud — nearly grown.
  • grown-colordefault new SettingColor(240, 150, 255, 235, hidden until enabled
    Colour for a fully-grown cluster, the one worth breaking.
  • block-colordefault new SettingColor(150, 110, 190, 120, hidden until enabled
    Colour for plain amethyst blocks.

Mobs

  • mob-clusterdefault true
    Flag places where the same mob piles up far past natural numbers — an enderman swarm in the End, or a packed mob farm anywhere else. Works even when the farm itself is out of sight, because the mobs are still sent to you.
  • min-mobsdefault 14, hidden until enabled
    How many of one kind must be packed together before it counts.
  • cluster-radiusdefault 12, hidden until enabled
    How close together they must be, in blocks.
  • mobs-at-any-heightdefault true, hidden until enabled
    Check for mob clusters at any height. Enderman farms in the End sit high up, so the usual below-Y rule would miss them.
  • mob-scan-ticksdefault 40, hidden until enabled
    Ticks between mob sweeps.

Dropped Items

  • drop-burstdefault 15
    How many items have to appear at once before it counts. A player breaking a stash drops a pile in one go; one or two items on their own are usually just a mob death or something that came in with the chunk.
  • drop-window-ticksdefault 20, hidden until enabled
    How long that pile has to land in, in ticks.
  • ignore-on-chunk-loaddefault true, hidden until enabled
    Ignore items that show up in the same moment a chunk loads. Those were already lying there — the server is just telling you about them now, and without this every chunk full of old drops looks like fresh activity.
  • load-grace-ticksdefault 40, hidden until enabled
    How long after a chunk arrives to keep ignoring its items.

Lock

  • base-lockdefault false
    Once a zone has flagged several times it's almost certainly a base, not a passer-by. Lock it so it stays highlighted even after the activity stops and you move away.
  • lock-afterdefault 3, hidden until enabled
    How many separate flags a zone needs before it locks.
  • locked-colordefault new SettingColor(255, 60, 60, 90, hidden until enabled
    Colour used for locked zones.

Raw Positions

  • raw-positionsdefault false
    Box every individual block-update position (any Y), fading out over time. Shows distant players building/mining live.
  • raw-below-y-onlydefault true, hidden until enabled
    Only box raw positions that are below the Y level above. Turn off to see updates at any height.
  • fade-ticksdefault 100, hidden until enabled
    How long each position stays visible, in ticks.
  • update-box-colordefault new SettingColor(0, 255, 255, 200, hidden until enabled
    Colour of the raw update boxes.

Mining Alerts

  • mining-alertsdefault false
    Warn in chat when someone else is breaking blocks fast nearby.
  • breaks-per-windowdefault 6, hidden until enabled
    How many blocks must break inside the window to warn.
  • mining-window-ticksdefault 40, hidden until enabled
    Length of the counting window, in ticks.
  • min-distancedefault 6, hidden until enabled
    Ignore breaks closer than this to you (your own mining).
  • mining-below-y-onlydefault true, hidden until enabled
    Only count breaks that happen below the Y level above. Without this, someone clearing trees on the surface trips the mining warning.
  • tunnel-shapedefault false, hidden until enabled
    Only warn when the breaks form a long, narrow, flat run (a dug tunnel) rather than scattered digging or a vertical shaft.
  • min-tunnel-lengthdefault 8, hidden until enabled
    How long the run must be to count as a tunnel.

Render

  • render-distancedefault 256
    How far away (in blocks) things are still drawn.
  • line-colordefault new SettingColor(255, 60, 60, 220
    Colour of the box outline.
  • fill-colordefault new SettingColor(255, 60, 60, 45
    Colour of the filled part of the box.

find-log++

Collects every find from every detection module into one list with coordinates, sorted by distance or by when it happened.

General

  • sortdefault Sort.Distance
    Closest first when you are deciding where to walk, newest first when you are watching things happen.
  • rowsdefault 10
    How many finds to list at once.
  • keep-fordefault 30
    Drop a find from the list after this many minutes. Set it high if you want a record of a whole session.
  • max-distancedefault 0
    Ignore finds further away than this, in blocks. 0 keeps everything however far it was.

Panel

  • paneldefault true
    Show the list on screen.
  • xdefault 6, hidden until enabled
    Distance from the left of the screen.
  • ydefault 200, hidden until enabled
    Distance from the top of the screen.
  • show-sourcedefault true, hidden until enabled
    Put the module that found it in front of each row.
  • show-agedefault true, hidden until enabled
    Show how long ago each find happened.
  • backgrounddefault new SettingColor(0, 0, 0, 140, hidden until enabled
    Colour behind the list.
  • text-colordefault new SettingColor(190, 235, 255, 255, hidden until enabled
    Colour of the rows.

In World

  • markersdefault false
    Box every logged find in the world, so a whole session's discoveries stay visible at once even after each module has forgotten its own.
  • beamsdefault false, hidden until enabled
    Shoot a beam up from each one so you can see them over terrain.
  • marker-colordefault new SettingColor(120, 220, 255, 90, hidden until enabled
    Colour of those markers.

geode-finder++

Marks amethyst so you can tell a farmed geode from an untouched one — colour each crystal by how grown it is, or box the whole geode.

General

  • chunk-delaydefault 0.0
    Hold each newly arrived chunk this long before scanning it. Flying somewhere new delivers chunks faster than they can be checked, and the queue starts dropping the oldest ones before they are ever looked at. A short delay lets the backlog clear first, so nothing is thrown away unscanned. 0 scans as fast as it can.
  • modedefault Mode.Crystals
    Crystals colours every cluster by how grown it is, so you can read whether a geode is being harvested. Geode boxes the whole structure once it looks suspicious. Both does each at the same time.
  • chunk-rangedefault 8
    How far out to keep showing geodes, in chunks.
  • scan-ratedefault 4
    How many newly loaded chunks to check each tick. Lower this if the game stutters while flying.
  • chatdefault false
    Print a message the first time each geode is found.

Crystals

  • buddingdefault true
    Show budding amethyst — the block the crystals grow out of. It can't be mined, so a geode stripped down to bare budding blocks is one somebody farms.
  • amethyst-blocksdefault false
    Show plain amethyst blocks too. Geodes are full of them, so this gets noisy.
  • budding-colordefault new SettingColor(255, 90, 220, 220, hidden until enabled
    Colour for budding amethyst.
  • small-colordefault new SettingColor(120, 80, 200, 200
    Colour for a small bud — just started growing.
  • medium-colordefault new SettingColor(160, 90, 230, 210
    Colour for a medium bud.
  • large-colordefault new SettingColor(200, 110, 245, 220
    Colour for a large bud — nearly grown.
  • grown-colordefault new SettingColor(240, 150, 255, 235
    Colour for a fully-grown cluster, the one worth breaking.
  • block-colordefault new SettingColor(150, 110, 190, 120, hidden until enabled
    Colour for plain amethyst blocks.
  • clean-clustersdefault false
    Mark clusters that still have growing buds on them in their own colour. A cluster nobody has touched keeps its part-grown shards; one that gets harvested is snapped off the moment it matures, so leftover partial growth means that spot is being left alone.
  • clean-colordefault new SettingColor(80, 255, 180, 230, hidden until enabled
    Colour for those untouched clusters.
  • stripped-geodesdefault false
    Mark geodes with no budding amethyst left at all. Budding blocks cannot be mined with anything ordinary, so a geode without them has been deliberately cleared out — that is somebody working it, not natural.
  • stripped-colordefault new SettingColor(180, 0, 0, 200, hidden until enabled
    Colour for a geode that has been stripped of its budding blocks.
  • anti-growth-esp-bypassdefault true
    Keep showing amethyst the server has stopped sending. Some servers only send it while you are level with it or looking down at it, so it vanishes the moment you rise above. This remembers what was there and keeps drawing it rather than letting it blink out.
  • forget-on-updatedefault true
    Only drop a crystal or a dripstone tip when the server actually says it changed, instead of after a timer. The server has to send a block update when somebody breaks something — it cannot hide that and still keep your world correct — so a position that has had no update is still there, however long ago you saw it. Covers amethyst and dripstone both, and sends nothing, so there is no risk in it.
  • remember-fordefault 120, hidden until enabled
    How long to keep showing a find after the server stops sending it, in seconds. Only used when forget-on-update is off — with that on, a find is kept until the server says it changed, which needs no timer at all.

Dripstone

  • dripstonedefault false
    Also mark pointed dripstone. Servers hide it the same way they hide amethyst, and a farmed cave gets its tips broken off constantly, so what is left tells you the same story. Uses the bypass above, so it stays visible once seen.
  • only-overgrowndefault true, hidden until enabled
    Only mark dripstone that has grown longer than it naturally would. A stalactite only lengthens while its chunk stays loaded, so a long one means somebody has been holding that ground open — the same tell as overgrown kelp or sugar cane. Natural caves are full of short dripstone, so leave this on.
  • min-lengthdefault 5, hidden until enabled
    How many blocks long a stalactite or stalagmite must be to count. Natural growth rarely passes four without somebody keeping the chunk loaded.
  • dripstone-colordefault new SettingColor(200, 160, 120, 200, hidden until enabled
    Colour used for dripstone.

Geode

  • pillardefault false
    Shoot a beam up from each geode so you can spot one from across the map instead of only when you are on top of it. Taken from the shared AmethystESP.
  • pillar-colordefault new SettingColor(180, 100, 255, 90, hidden until enabled
    Colour of that beam.
  • toastdefault false
    Raise a popup in the corner when a geode is found, with the cluster count and an amethyst icon. Quieter than a title across the middle of the screen.
  • group-whole-geodesdefault true
    Group connected amethyst into whole geodes rather than counting loose blocks in a chunk. A geode is one connected lump, so this reports it as one find and gets its size right even when it straddles a chunk edge.
  • geode-thresholddefault 12, hidden until enabled
    How many connected amethyst blocks make a geode worth reporting.
  • scan-min-ydefault -58
    Lowest height to scan for amethyst.
  • scan-max-ydefault 30
    Highest height to scan for amethyst.
  • min-amethystdefault 12
    How much amethyst a chunk needs before it counts as a geode at all.
  • only-suspiciousdefault true
    Only box geodes that look farmed rather than every one you pass. A natural geode is thick with grown clusters; a harvested one is mostly bare budding blocks, because the grown ones keep getting taken.
  • max-grown-percentdefault 25, hidden until enabled
    Below this share of fully-grown clusters, the geode is treated as harvested. Natural ones sit high; a farmed one is stripped down.
  • underground-onlydefault false
    Ignore geodes near the surface. Those get found by accident; a deep one somebody has been working is the interesting case.
  • below-ydefault 20, hidden until enabled
    What counts as underground.
  • tracersdefault false
    Draw a line from you to each geode. From the shared AmethystESP, and useful when a geode is behind terrain and the beam alone is hard to place.
  • tracer-colordefault new SettingColor(180, 100, 255, 160, hidden until enabled
    Colour of those lines.
  • geode-colordefault new SettingColor(255, 60, 255, 90
    Colour of the box drawn around a whole geode.

hidden-player-detect++

Spots players moving around underground where you can't see them, by picking up the traces their movement leaves behind.

Inventory

  • confirm-thresholddefault 3
    Score needed to confirm a chunk.

General

  • chatdefault true
    Print a message in chat.
  • colordefault new SettingColor(255, 40, 40, 120
    Highlight colour.

Vanished Staff

  • containers-openingdefault true
    Watch for chests and doors opening near you with nobody visible to have opened them. The server has to send the opening animation so your client can draw it, and it carries the exact position — so an invisible staff member rifling through a chest announces where they are standing.
  • unexplained-soundsdefault true
    Watch for player noises — footsteps, doors, containers, breaking blocks — arriving from places where nobody is visible. A spectator makes no sound, but staff watching in survival do, and the sound carries a position even when the player does not.
  • attribute-radiusdefault 24
    How close a visible player has to be for a nearby signal to be put down to them. Anything happening further than this from every player you can see is unexplained, and that is the whole basis of this group.
  • unseen-entitiesdefault false
    Watch the entity numbers the server hands out. They climb steadily, so a jump means entities were created near you that you were never shown — which is what happens when somebody hidden moves into range.
  • min-gapdefault 40, hidden until enabled
    How big a jump in those numbers has to be before it counts. Small gaps happen naturally from arrows and dropped items.
  • chunks-held-opendefault true
    Watch for ground staying loaded with nobody visible near it. A spectator still holds chunks open exactly like a normal player, and that is the one thing vanishing cannot hide — it is the strongest signal here.
  • report-vanisheddefault true
    Say in chat when one of these trips.

hole-finder++

Finds shafts someone dug and then plugged behind them, and marks the exact block that caps each one.

General

  • chunk-delaydefault 0.0
    Hold each newly arrived chunk this long before scanning it. Flying somewhere new delivers chunks faster than they can be checked, and the queue starts dropping the oldest ones before they are ever looked at. A short delay lets the backlog clear first, so nothing is thrown away unscanned. 0 scans as fast as it can.
  • sensitivitydefault 5
    How many covered holes a chunk needs before they're shown, out of 20. This also sets how deep a shaft has to be: five blocks at 1, twenty at 20. Low catches shallow plugs and single holes, high only reports serious dug-out shafts.
  • chunk-rangedefault 16
    How far out to keep showing holes, in chunks.
  • scan-ratedefault 4
    How many newly loaded chunks to check each tick. Lower this if the game stutters while flying.
  • max-widthdefault 3
    Widest tunnel to treat as dug rather than natural. 3 covers everything people actually make: 1x1 ladder shafts, 2x1 and 3x1 corridors, and 3x3 rooms. Raise it for wider excavations, lower it to only catch tight shafts.
  • surface-cap-ydefault 50
    Above this height, a cap with open sky over it still counts — that is what a hole plugged flush with the ground looks like. Below it, a block with air above is just something sitting inside a shaft that is already open, so it is ignored.
  • obscure-fillsdefault true
    Also count caps made of blocks that never form underground — planks, wool, concrete, terracotta, glass, bricks, copper, quartz and the rest. None of it generates down there, so a single one sealing a shaft is somebody's doing whatever the depth or shape. People plug a hole with whatever is in their hotbar, and it is usually not cobblestone.
  • stairsdefault true
    Also catch staircases. They step sideways as they go down, so their walls sit further out than a straight shaft's and would otherwise be missed.
  • chatdefault false
    Print a message the first time each chunk's holes are found.

Sealed Pockets

  • sealed-pocketsdefault false
    Find air that has been walled in completely — blocks on every side including above and below. Nothing in the world generates like that, so a sealed pocket is somebody hiding something: a buried chest, a covered entrance, or a stash sealed behind stone.
  • max-heightdefault 2, hidden until enabled
    Tallest pocket to count, in blocks. One or two is the giveaway — anything taller is usually just a cave.
  • pocket-min-ydefault -64, hidden until enabled
    Ignore pockets above this height. Sealed air near the surface is usually part of a build rather than something hidden.
  • pocket-colordefault new SettingColor(255, 220, 0, 220, hidden until enabled
    Colour used for sealed pockets.

Render

  • fill-colordefault new SettingColor(40, 90, 255, 90
    Colour of the filled faces on each capping block.
  • line-colordefault new SettingColor(60, 120, 255, 230
    Colour of the outline on each capping block.
  • shape-modedefault ShapeMode.Both
    Outline only, filled sides only, or both.
  • tracersdefault false
    Draw a line from you to each hole.

hopper-debug++

Finds hoppers and reads the signal strength around them, which gives away sorting systems and hidden storage.

General

  • scan-radiusdefault 6
    Chunk scan radius.
  • max-ydefault 0
    Maximum Y level to scan.
  • min-hoppersdefault 1
    Minimum hoppers to flag a chunk.
  • chunks-per-tickdefault 3
    Chunks scanned per tick.
  • under-deepslatedefault false
    Only count hoppers with deepslate above.
  • min-deepslatedefault 2, hidden until enabled
    Minimum deepslate blocks above.
  • signal-detectdefault false
    Also watch hopper comparator signals and flag ones that CHANGE (active item flow = a running farm).
  • signal-deltadefault 1, hidden until enabled
    How much a hopper's signal must change to flag it.

Render

  • chunk-y-leveldefault 55.0
    Y level for chunk mark.
  • colordefault new SettingColor(255, 140, 0, 120
    Highlight colour.

light-debug++

Everything to do with light in one place: light sources, where mobs can spawn, and pockets of darkness that shouldn't be there.

Modes — Block, Sky, Total

General

  • light-typedefault LightMode.Block
    Block = placed light sources (torches/lava). Sky = daylight exposure. Total = the higher of the two.
  • min-lightdefault 1
    Only highlight blocks at/above this light level (0 shows everything with any light).
  • light-sourcesdefault false
    Also box blocks that EMIT light (torches, lava, glowstone) for base finding.
  • floor-onlydefault true
    Only highlight lit air on top of a solid block (lit floors) — much cleaner than filling the whole volume.
  • horizontal-radiusdefault 24
    How far out sideways to scan (blocks).
  • vertical-radiusdefault 8
    How far up/down to scan (blocks).
  • scan-ticksdefault 20
    Ticks between rescans.

Render

  • fill-alphadefault 70
    Highlight transparency.
  • shape-modedefault ShapeMode.Both
    How boxes are drawn: outline only, filled sides only, or both.

Spawn Overlay

  • spawn-overlaydefault false
    Draw a cross on every block a mob could spawn on. Red = spawns any time (no sky light), yellow = only at night.
  • spawn-radiusdefault 12, hidden until enabled
    How far around you to check for spawn spots.
  • spawn-max-lightdefault 0, hidden until enabled
    A block counts as spawnable if its light level is at or below this. 0 = only fully dark blocks (vanilla spawning rule).
  • spawn-boxesdefault false, hidden until enabled
    Draw a flat box on each spawnable block instead of a cross (easier to see when spawn-proofing).
  • always-colordefault new SettingColor(255, 50, 50, 200, hidden until enabled
    Colour for spots that spawn mobs any time of day.
  • night-colordefault new SettingColor(255, 220, 60, 200, hidden until enabled
    Colour for spots that only spawn mobs at night.

Dark Chunks

  • dark-chunksdefault false
    While you're above the Y line, flag whole chunks below it that contain ANY block light — a carved, lit space underground usually means a base.
  • scan-below-ydefault 0, hidden until enabled
    Only look at blocks below this Y for hidden light.
  • dark-sensitivitydefault 1, hidden until enabled
    How faint a light counts. 1 = catch everything, higher = only brighter sources.
  • dark-colordefault new SettingColor(255, 160, 0, 200, hidden until enabled
    Colour used for flagged dark chunks.

loaded-region-finder++

Finds 512x512 regions that have an unusual number of chunks loaded — chunk loaders, big bases and other places the server is working hard.

General

  • min-loaded-chunksdefault 16
    Loaded chunks in a region to flag it.

Render

  • box-ydefault 64
    The Y height to draw the box/marker at.
  • render-distancedefault 2048
    How far away (in blocks) things are still drawn.
  • line-colordefault new SettingColor(0, 255, 0, 200
    Colour of the box outline.

logout-spots++

Marks where other players log out.

General

  • chatdefault true
    Print a chat message on a new find.
  • colordefault new SettingColor(255, 0, 255, 90
    Highlight colour.

ocean-monument-finder++

Detects nearby ocean monuments by spotting guardian entities (their only habitat).

General

  • scan-radiusdefault 128
    How far out to scan, in chunks.
  • colordefault new SettingColor(0, 180, 255, 200
    Highlight colour.

ore-sim++

Predicts where ores are from the world seed, accurate to vanilla generation. Enter a seed or let it detect one.

Modes — ON_LOAD, RECHECK, OFF

General

  • mc-versiondefault OreVersion.CURRENT
    Which Minecraft version's ore generation to simulate. Current = the running game (1.21.x), registry-accurate like Nora/Rejects. Older versions restore the cross-version pick; validate them in singleplayer.
  • use-server-registrydefault false, hidden until enabled
    Off (default): rebuild vanilla ore generation locally on the client, so Current stays seed-exact even on servers that don't share worldgen data (DonutSMP etc.). On: read the server's synced registry instead (only useful on modded servers with custom ore placement).
  • auto-seeddefault true
    Use the current singleplayer world's seed automatically. Off = type a seed (for servers).
  • seeddefault "", hidden until enabled
    World seed (numbers or text). Used when auto-seed is off.
  • chunk-rangedefault 5
    Range of chunks to render around you.
  • air-check-modedefault AirCheck.RECHECK
    Checks for air at simulated ore positions to drop exposed ones.
  • recheck-intervaldefault 200, hidden until enabled
    Ticks between line-of-sight rechecks. On these, a box on a block you can actually see (in your FOV, with an exposed face and no obstruction) that isn't ore gets removed. Mined ores clear every tick regardless. 20 ticks = 1s.
  • baritonedefault false
    Expose the simulated ore positions as Baritone mining goals so #mine / Baritone can path to them. Requires Baritone (built into Meteor).
  • glowdefault 0
    How strongly each find glows through terrain. 0 is off; higher makes the outline brighter and more solid so it stands out at distance.

Render

  • color-by-oredefault true
    Color-code each box by ore type (diamond cyan, gold yellow, redstone red, etc.). Off = use the single fill/line colors below for every ore.
  • shape-modedefault ShapeMode.Lines
    Draw outlines, filled sides, or both.
  • fill-opacitydefault 40, hidden until enabled
    Fill opacity used when color-by-ore is on (and shape-mode includes sides).
  • fill-colordefault new SettingColor(255, 255, 255, 40, hidden until enabled
    Box fill color (used when color-by-ore is off).
  • line-colordefault new SettingColor(255, 255, 255, 200, hidden until enabled
    Box outline color (used when color-by-ore is off).

ore-spotter++

X-ray that highlights ores through terrain, kept smooth so it doesn't stutter as you move.

No settings.

particle-esp++

Highlights particles spawning underground while you're above ground (someone is down there).

Modes — Custom, ByParticleType

General

  • particles-below-ydefault 0
    Only care about particles that spawn at or below this Y. Default 0 = underground only.
  • only-above-ydefault 3
    Only run while YOU are above this Y, so your own underground particles don't trigger it. Default 3.
  • lifetimedefault 200
    How many ticks a spotted particle stays highlighted before fading out.
  • max-trackeddefault 400
    Safety cap on how many particle spots are kept at once.

Filters

  • merge-closedefault true
    Group particles that spawn near each other into one box instead of many overlapping ones.
  • merge-radiusdefault 2.0, hidden until enabled
    How close (in blocks) two particles must be to count as the same spot.
  • min-particlesdefault 3
    How many particles must pile up at a spot before it's shown. 1 = show every single one.
  • ignore-near-medefault true
    Ignore particles right next to you (your own blocks/effects).
  • ignore-radiusdefault 8.0, hidden until enabled
    How close counts as 'near me' (blocks).
  • max-distancedefault 256.0
    Don't track particles further away than this (blocks).

Render

  • boxdefault true
    Draw a box on each particle spot.
  • block-shapedefault true, hidden until enabled
    Fill the whole block the particles came from instead of drawing a small box floating at the exact point. A solid block is far easier to pick out through terrain, and it tells you which block to actually go and break.
  • box-sizedefault 0.6, hidden until enabled
    How big each box is, in blocks. Only used when block-shape is off.
  • grow-with-countdefault true, hidden until enabled
    Make the box bigger the more particles pile up at that spot. Only used when block-shape is off.
  • shape-modedefault ShapeMode.Both, hidden until enabled
    Outline only, filled sides only, or both.
  • tracersdefault false
    Draw a line from you to each particle spot.
  • fade-outdefault true
    Fade the highlight as the spot gets older.
  • color-modedefault ColorMode.ByParticleType
    Custom = one colour you pick. By-particle-type = each particle type gets its own colour, guessed from what that particle actually looks like (flame = orange, smoke = grey, etc).
  • colordefault new SettingColor(0, 255, 200, 220, hidden until enabled
    The colour used when colour-mode is Custom.
  • real-color-blenddefault 60, hidden until enabled
    For particles that carry a real colour in the packet (redstone dust, potion effects...), how much of that real colour to use. 100 = the particle's actual colour, 0 = ignore it and use the hand-picked colour for that type. In between = a mix. Types whose real colour is already exactly right (dust, potion effects) always use it fully.
  • fill-alphadefault 50
    How see-through the filled part of the box is.

Notifications

  • chatdefault false
    Print a chat message when a new particle spot is found.
  • notify-cooldowndefault 60, hidden until enabled
    Seconds before the same area can notify again (stops chat spam).
  • sounddefault false
    Play a ping on a new particle spot.

player-detector++

Popup / sound / chat when another player renders near you.

General

  • alert-cooldowndefault 30
    Don't alert on the same player again for this many seconds. Without it, somebody walking in and out of range — or an entity flickering as you cross a chunk boundary — sets off a fresh alert every time.
  • real-players-onlydefault true
    Only count entities that also appear in the server's player list. NPCs, shop holograms and other fake players look identical to real ones in the world, and they are the usual reason this module cries wolf.
  • rangedefault 128
    Alert when a player is within this many blocks.
  • popupdefault true
    Show an on-screen title popup.
  • chatdefault true
    Send a chat message.
  • volumedefault 1.0
    How loud the alert sound is (0.1 = quiet, 1.0 = full).
  • highlight-chunksdefault false
    Box the chunk each nearby player is standing in.
  • fill-chunkdefault true, hidden until enabled
    Fill the player's chunk box instead of just outlining it.
  • chunk-colordefault new SettingColor(255, 60, 60, 180, hidden until enabled
    Colour of the player's chunk box.
  • sounddefault true
    Play an alert sound.

rare-finder++

Highlights valuable items on the ground or in item frames, and can beam them so you spot them from far off.

General

  • find-droppeddefault true
    Highlight rare items lying on the ground.
  • find-placeddefault true
    Also find rare blocks that have been placed in the world — a beacon someone built, a sponge wall, heads on display, gilded blackstone. These never appear as dropped items, so without this they're invisible.
  • placed-rangedefault 64, hidden until enabled
    How far out to look for placed rare blocks, in blocks.
  • placed-colordefault new SettingColor(255, 160, 0, 255, hidden until enabled
    Colour used for placed rare blocks.
  • find-frameddefault true
    Highlight rare items displayed in item frames — people put their best gear on show.
  • scan-ticksdefault 20
    Ticks between sweeps for dropped and framed items.

Alerts

  • chatdefault true
    Log each new rare item in chat.
  • popupdefault false
    Throw a title on screen when one turns up.
  • sounddefault false
    Play a sound when one turns up.
  • volumedefault 2.0, hidden until enabled
    How loud that sound is.

Render

  • beacondefault false
    Shoot a beam up from each rare item. Two within five blocks share one beam placed between them, so a pile doesn't become a wall of beams.
  • beacon-colordefault new SettingColor(255, 215, 0, 180, hidden until enabled
    Colour of those beams.
  • item-colordefault new SettingColor(0, 255, 170, 255, hidden until enabled
    Colour used for items on the ground.
  • frame-colordefault new SettingColor(200, 90, 255, 255, hidden until enabled
    Colour used for items in frames.
  • shape-modedefault ShapeMode.Both
    Outline only, filled sides only, or both.
  • tracersdefault false
    Draw a line from you to each find.

region-map++

Shows the server's region grid - every region numbered and shaded by which datacentre it runs on, with a marker for the one you're in.

General

  • xdefault 12
    Distance from the left of the screen.
  • ydefault 148
    Distance from the top of the screen.
  • cell-sizedefault 10
    How big each region square is, in pixels.
  • cell-gapdefault 1
    Gap between squares, in pixels.

Show

  • region-numbersdefault true
    Print each region's number inside its square.
  • legenddefault true
    Show the colour key listing each datacentre.
  • player-markerdefault true
    Mark where you are on the grid.
  • current-regiondefault true
    Write the region you're standing in, and its datacentre, under the map.
  • highlight-currentdefault true
    Outline the square you're currently in.

Colors

  • transparencydefault 210
    How solid the region squares are.
  • backgrounddefault new SettingColor(0, 0, 0, 150
    Colour behind the map.
  • player-colordefault new SettingColor(255, 255, 255, 255, hidden until enabled
    Colour of your marker.
  • text-colordefault new SettingColor(255, 255, 255, 255
    Colour of the numbers and labels.

rtp-finder++

Teleports around with /rtp hunting for rare loot, marks anything it finds with a beacon, and stops itself once it does.

Command

  • rtp-commanddefault "rtp"
    The command to send, without the slash. Usually just rtp.
  • min-wait-secondsdefault 20
    Shortest gap between attempts. The real gap is picked at random between this and the maximum, so the timing never looks mechanical.
  • max-wait-secondsdefault 45
    Longest gap between attempts.
  • load-timeout-secondsdefault 20
    Give up waiting for chunks to finish loading after this long and search anyway.

What To Look For

  • check-droppeddefault true
    Count rare items lying on the ground.
  • check-placeddefault true
    Count rare blocks that have been placed in the world — a built beacon, a sponge wall, heads on display. These never drop as items, so without this a base full of them looks empty.
  • check-item-framesdefault true
    Look inside item frames too — people display their best gear.
  • storage-clusterdefault false
    Stop when a lot of containers sit close together. This counts containers rather than reading what's inside them, because a server won't tell you a chest's contents until you open it — a dense pile is a stash regardless.
  • min-storagedefault 12, hidden until enabled
    How many containers must be nearby to count as a stash.
  • frames-and-standsdefault false
    Also stop on clusters of the little things players leave behind — item frames, armour stands and similar.
  • min-frames-standsdefault 6, hidden until enabled
    How many of those must be nearby to count.
  • search-radiusdefault 96
    How far around you to search after each teleport, in blocks.

After A Find

  • set-homedefault false
    Save a home at the spot so you can come back. Off by default because it overwrites whichever home slot you pick.
  • home-numberdefault 1, hidden until enabled
    Which home slot to overwrite. It runs delhome on this slot first, then sethome.
  • log-outdefault false
    Disconnect afterwards. With set-home on it waits out one more random gap after saving; with set-home off it just waits that gap and then leaves.

Pacing

  • wait-longer-on-lagdefault true
    When the region you land in is lagging, add extra time before the next teleport rather than hammering a struggling server.
  • extra-wait-secondsdefault 15, hidden until enabled
    How much time to add when that happens.
  • low-tps-belowdefault 15.0, hidden until enabled
    What counts as lagging.

Alerts

  • popupdefault true
    Throw a title across the screen on a find.
  • sounddefault true
    Play a loud alert on a find, so you hear it from across the room.
  • volumedefault 5.0, hidden until enabled
    How loud that alert is.
  • chatdefault true
    Log what happened in chat: each teleport, each wait, and the find itself.
  • beacondefault true
    Shoot a beam up from the find so you can walk back to it.
  • beacon-colordefault new SettingColor(255, 215, 0, 200, hidden until enabled
    Colour of that beam.

search-map++

Remembers which ground you have already swept and points you at the ground you have not, so you stop covering the same area twice.

General

  • pause-when-stilldefault false
    Stop recording while you are standing still, so sitting in one spot does not keep marking the same ground as freshly searched.
  • forget-afterdefault 0
    Treat ground as unsearched again after this many minutes. Bases get built, so old sweeps go stale — 0 means never forget.

Where To Go

  • suggest-directiondefault true
    Work out which compass direction has the most unsearched ground within range and say so. This is the part that stops you covering the same ground twice.
  • look-aheaddefault 24, hidden until enabled
    How far out to weigh each direction, in chunks. Larger looks at the bigger picture; smaller reacts to the gap right in front of you.
  • draw-arrowdefault true, hidden until enabled
    Draw a marker on the ground pointing the way it suggests.

Overlay

  • overlaydefault true
    Draw the searched area as a small map on screen.
  • map-radiusdefault 24, hidden until enabled
    How many chunks either side of you the map covers.
  • cell-sizedefault 3, hidden until enabled
    How many pixels wide each chunk is on the map.
  • xdefault 6, hidden until enabled
    Distance from the left of the screen.
  • ydefault 420, hidden until enabled
    Distance from the top of the screen.
  • statsdefault true, hidden until enabled
    Write how much ground you have covered under the map.
  • covered-colordefault new SettingColor(60, 200, 120, 150, hidden until enabled
    Colour for ground you have already been over.
  • gap-colordefault new SettingColor(40, 40, 40, 120, hidden until enabled
    Colour for ground you have not.
  • player-colordefault new SettingColor(255, 255, 255, 255, hidden until enabled
    Colour of your marker on the map.

In World

  • frontierdefault false
    Outline the edge where searched ground meets unsearched ground, so you can fly along it and sweep cleanly instead of zig-zagging.
  • frontier-ydefault 120, hidden until enabled
    Height to draw that edge at.
  • frontier-colordefault new SettingColor(255, 200, 40, 140, hidden until enabled
    Colour of the edge.

signal-scanner++

Hunts for the redstone and wiring signatures that give away hidden bases and farms.

General

  • thresholddefault 8
    Redstone components per chunk to flag.
  • hopper-espdefault false
    Also box individual hoppers/droppers/dispensers (merged from HopperESP).
  • light-anomaliesdefault true
    Also add score for light-emitting blocks below Y0 (hidden underground lighting = base).

Render

  • box-ydefault 70
    The Y height to draw the box/marker at.
  • render-distancedefault 512
    How far away (in blocks) things are still drawn.
  • line-colordefault new SettingColor(255, 0, 0, 230
    Colour of the box outline.

Connected Scan

  • connected-scandefault false
    Live-scan the blocks below a Y line for clusters of connected redstone/rails/hoppers (contraptions you haven't rendered the chunk-data for yet).
  • conn-scan-radiusdefault 6, hidden until enabled
    Chunk radius for the live connected-scan.
  • conn-max-ydefault 0, hidden until enabled
    Only scan blocks at or below this Y.
  • conn-min-connecteddefault 2, hidden until enabled
    Connected blocks a chunk needs to flag.
  • conn-railsdefault true, hidden until enabled
    Count rails.
  • conn-redstonedefault true, hidden until enabled
    Count redstone components (wire/repeaters/pistons…).
  • conn-hoppersdefault true, hidden until enabled
    Count hoppers.
  • connected-scan-colordefault new SettingColor(0, 200, 255, 200, hidden until enabled
    Colour for connected-scan chunks.

spawn-cluster-finder++

Boxes chunks with unusually dense live hostile-mob counts.

General

  • min-spawnsdefault 3
    Minimum hostile mobs in a chunk at once to flag it.
  • rescan-ticksdefault 40
    Ticks between full rescans.
  • colordefault new SettingColor(255, 0, 0, 90
    Highlight colour.

spawner-finder++

Highlights mob and trial spawners through terrain, at any height.

General

  • mob-spawnersdefault true
    Classic mob spawners (dungeons, XP farms).
  • trial-spawnersdefault true
    1.21 trial spawners (trial chambers).
  • below-y-onlydefault false
    Only report spawners under the height below. Handy when you're hunting stashes and don't care about surface dungeons.
  • below-ydefault 0, hidden until enabled
    The height that cut-off uses.
  • chatdefault true
    Print each new spawner to chat.

Render

  • sounddefault false
    Play a ping when a new spawner is found.
  • render-distancedefault 256
    How far away (in blocks) things are still drawn.
  • beamdefault false
    Draw a tall vertical beam above each spawner.
  • nametagsdefault false
    Distance label over each spawner.
  • chunk-outlinedefault false
    Outline the chunk each spawner is in.
  • tracersdefault true
    Draw a line from you to each highlighted thing.
  • shape-modedefault ShapeMode.Both
    How boxes are drawn: outline only, filled sides only, or both.
  • fill-colordefault new SettingColor(255, 130, 0, 45
    Colour of the filled part of the box.
  • line-colordefault new SettingColor(255, 130, 0, 255
    Colour of the box outline.
  • tracer-colordefault new SettingColor(255, 130, 0, 160, hidden until enabled
    Colour of the tracer lines.

staff-detector++

Alerts (popup/chat/sound) when likely staff go online or offline.

General

  • spectatordefault true
    Flag tab-list players in spectator mode (common for staff watching you).
  • creativedefault true
    Flag tab-list players in creative mode.
  • detect-rolesdefault true
    Flag anyone whose tab-list name shows a staff tag like (Admin)/(Mod)/[Staff]/(Dev).
  • detect-prefixesdefault true
    Turn prefix/name detection on or off. Uses the blacklist and whitelist below.
  • flag-odd-namesdefault false, hidden until enabled
    On top of the blacklist, also flag any name with a space or a character a normal Minecraft name can't have (coloured/bracketed staff names). Still respects the whitelist.

Alerts

  • online-alertdefault true
    Alert when a flagged player comes online / appears.
  • offline-alertdefault true
    Alert when a flagged player goes offline / leaves.
  • popupdefault false
    Show a title/subtitle popup on screen. Off by default — chat is less intrusive when several staff log on at once.
  • chatdefault true
    Print the alert in chat.
  • sounddefault false
    Play a sound on alert.

Panel

  • paneldefault true
    Show a small on-screen list of the flagged staff who are currently online.
  • panel-xdefault 4, hidden until enabled
    Panel position from the left of the screen.
  • panel-ydefault 80, hidden until enabled
    Panel position from the top of the screen.
  • panel-text-colordefault new SettingColor(255, 80, 80, 255, hidden until enabled
    Colour of the names in the panel.

stronghold-finder++

Works out where the stronghold is from two ender eye throws and marks the spot.

General

  • auto-detect-throwsdefault true
    Pick up eye throws automatically as you make them. Turn off to only record throws with the bind.
  • min-separationdefault 200
    How far apart two throws must be (in blocks) before a guess is trusted. Throws made too close together give wildly inaccurate results.
  • chatdefault true
    Print the estimated coordinates in chat.

Render

  • renderdefault true
    Draw a marker at the estimated stronghold.
  • marker-ydefault 64, hidden until enabled
    Height to draw the marker at.
  • colordefault new SettingColor(0, 255, 200, 220, hidden until enabled
    Colour of the marker.
  • tracerdefault true, hidden until enabled
    Draw a line from you to the estimate.

sus-chunk-finder++

Finds chunks where plants and blocks have overgrown far past natural amounts — a sign someone has been living or AFKing nearby keeping the area loaded. Not a farm finder.

Modes — All, Growables, Containers, Custom

Types

  • chunk-delaydefault 0.0
    Hold each newly arrived chunk this long before scanning it. Flying somewhere new delivers chunks faster than they can be checked, and the queue starts dropping the oldest ones before they are ever looked at. A short delay lets the backlog clear first, so nothing is thrown away unscanned. 0 scans as fast as it can.
  • scan-zone-sizedefault 1
    Group chunks into zones this many across before deciding anything. 1 keeps every chunk separate, which is the most precise. Higher merges neighbours into one find, so a base spread over several chunks reports once instead of lighting up a whole grid. 6 is the widest, which covers a large base without swallowing unrelated ground.
  • custom-thresholdsdefault false
    Set each threshold by hand instead of letting the sensitivity slider work them out. Leave this off unless you want to fine-tune one particular detection.
  • types-presetdefault TypePreset.Custom
    Quick way to pick what counts as suspicious. All = every type below. Growables = only plants that overgrow when a chunk stays loaded. Containers = storage and player-placed blocks. Custom = use the individual tickboxes.
  • scan-ratedefault 4
    How many newly loaded chunks to analyse each tick. Lower this if the game stutters while flying or after an RTP; raise it to find things sooner.
  • kelpdefault true, hidden until enabled
    Flag chunks with lots of kelp — usually an underwater kelp farm.
  • kelp-at-full-heightdefault true, hidden until enabled
    Flag kelp only when its columns have grown all the way to the ocean surface. Wild ocean kelp sits at random heights; a chunk kept loaded by a nearby base grows it all to max over time. The exception-amount is how many columns are allowed to still be short.
  • kelp-surface-ydefault 62, hidden until enabled
    Y a kelp column's top must reach to count as grown-to-max (ocean surface is 62).
  • natural-tolerancedefault 2
    Extra tolerance (added on top of sensitivity) for naturally-occurring types (kelp, bamboo, vines, cave growth, amethyst, etc.) so wild growth isn't flagged. Global like sensitivity, applied per-type at flag time: an excepted type won't trip a chunk on its own, but any OTHER type over its threshold still will (e.g. tolerable bamboo + a real kelp farm still flags on kelp).
  • vinesdefault true, hidden until enabled
    Flag chunks with long vine growth — often a hidden vine/XP farm.
  • cocoadefault true, hidden until enabled
    Flag chunks with many cocoa pods — a cocoa bean farm.
  • cave-vinesdefault true, hidden until enabled
    Flag chunks with lots of glow-berry cave vines — a cave-vine farm.
  • amethystdefault true, hidden until enabled
    Flag chunks with lots of amethyst — someone farming a geode.
  • rotated-deepslatedefault true, hidden until enabled
    Deepslate placed on a horizontal axis — natural deepslate is always vertical, so this means someone placed it.
  • bamboodefault true, hidden until enabled
    Flag chunks with tall/dense bamboo — a bamboo farm.
  • bee-nestdefault true, hidden until enabled
    Flag chunks with several bee nests/hives grouped together — a bee/honey farm.
  • dripstonedefault true, hidden until enabled
    Pointed dripstone / dripstone blocks — dripstone farms.
  • sculkdefault true, hidden until enabled
    Sculk sensors/catalysts/shriekers — deep-dark harvesting or XP setups.
  • sugar-canedefault true, hidden until enabled
    Flag chunks with lots of sugar cane — a sugar-cane farm.
  • containersdefault true, hidden until enabled
    Chests/barrels/shulkers/furnaces packed into a chunk (storage density).
  • obsidiandefault false, hidden until enabled
    Obsidian (bases/anchors/portals).
  • mossdefault true, hidden until enabled
    Moss blocks/carpet (lush-cave harvest / bonemeal farms).
  • azaleadefault true, hidden until enabled
    Azalea / flowering azalea (lush caves above ground = base garden).
  • glow-lichendefault false, hidden until enabled
    Flag chunks with lots of glow lichen — harvested lush caves / a base garden.
  • spore-blossomdefault true, hidden until enabled
    Flag chunks with spore blossoms — a decorated lush-cave base above ground.
  • big-dripleafdefault true, hidden until enabled
    Flag chunks with big dripleaf plants — a lush-cave farm/base.
  • glow-inkdefault true, hidden until enabled
    Dropped glow ink sacs piling up (glow squid farm).
  • eggdefault true, hidden until enabled
    Dropped eggs (chicken farm) - uses half the sensitivity (stronger signal).
  • turtle-scutedefault true, hidden until enabled
    Dropped turtle scutes (turtle farm).
  • armadillo-scutedefault true, hidden until enabled
    Dropped armadillo scutes (armadillo farm).
  • cactusdefault true, hidden until enabled
    Cactus grown to full height — like sugar cane, it only stacks up when the chunk stays loaded, so tall cactus means someone is active nearby.
  • sweet-berriesdefault true, hidden until enabled
    Flag chunks where sweet-berry bushes have overgrown from long player presence.
  • sensitivitydefault 6
    How many separate detections a place needs before it gets flagged, out of 20. 1 means a single hit is enough — noisy but misses nothing. 10 means it wants ten before it says anything. This is the only number most people need to touch.
  • covered-holesdefault false
    Count plugged-up shafts as one of the signals for a suspicious chunk. This is a lighter, chunk-level version of hole-finder++ — that module marks each hole exactly, this one just adds them to the evidence here. Both can run at once.
  • rangedefault 8
    How far out to look for and show flagged chunks, measured in chunks around you. 0 = only the chunk you stand in, 8 = a 17x17 chunk area. Bigger = see more but heavier.
  • chatdefault false
    Print a chat message when a new chunk is flagged.

Player Traces

  • active-chunkdefault false
    Flag chunks somebody else is holding open. A chunk read from disk takes real time to hand over; one already in memory for a player comes back almost instantly, so a run of instant arrivals means someone is keeping it live. Available on its own as active-chunk-detector++, which reads the chunk's inhabited clock as well and gives you far more detail.
  • instant-thresholddefault 3, hidden until enabled
    A chunk arriving within this many milliseconds of the one before counts as instant.
  • instant-rundefault 20, hidden until enabled
    How many instant arrivals in a row before the chunk is flagged.
  • trace-colordefault new SettingColor(90, 0, 160, 90, hidden until enabled
    Colour used for chunks flagged this way.

Indirect (packet-based)

  • long-loaded-chunksdefault false
    Flag chunks the server has kept loaded/inhabited for a long time (a base players stay near). Uses the chunk's inhabited-time counter.
  • weighted-scoringdefault false
    Their ChunkScanner weighted scoring, added on top: vine-length + amethyst-cluster-size + full beehives combined into one score.
  • weighted-min-scoredefault 6, hidden until enabled
    Combined scanner score to flag a chunk.
  • inhabited-minutesdefault 180, hidden until enabled
    Minimum inhabited minutes to flag a chunk (180 = three hours).
  • min-column-heightdefault 25, hidden until enabled
    A vine/cave-vine/bamboo/sugar-cane/kelp column grown at least this tall flags the chunk. Runs alongside the per-type counts.
  • extreme-column-heightdefault 100, hidden until enabled
    A column this long is 'extreme' overgrowth — the chunk is drawn in the extreme colour instead.
  • overgrowth-scoredefault true
    Also flag on a weighted overgrowth score (vines x0.5 + dripstone x0.75), not just column length or per-type counts.
  • base-lockdefault true
    A chunk flagged this many times gets locked as a confirmed base and stays highlighted (in the locked colour) even if the growth stops matching.
  • lock-afterdefault 3, hidden until enabled
    Times a chunk must be flagged before it locks as a base.
  • amethyst-from-packetsdefault false
    Also catch amethyst from live block-update packets, which reveals it even in chunks you never fully scan.
  • amethyst-packet-thresholddefault 4, hidden until enabled
    How many amethyst block-updates in a chunk before it flags.
  • score-unseen-chunksdefault false
    Also score chunks from entity-spawn / sound / chunk-load packets, so a chunk can be flagged even when you can't see its blocks. Runs alongside the block counting.
  • entity-scoredefault 2, hidden until enabled
    Points added per entity-spawn packet.
  • sound-scoredefault 1, hidden until enabled
    Points added per sound packet.
  • score-decay-ticksdefault 200, hidden until enabled
    How often scores drop by 1 (0 = never).
  • only-unseen-chunksdefault true, hidden until enabled
    Only score chunks that aren't loaded on your client. The point of indirect detection is finding activity you can't see, so chunks already rendering around you are skipped.
  • indirect-beamdefault true, hidden until enabled
    Draw a vertical beam on chunks flagged this way, so you can spot them from a distance.
  • indirect-floordefault false, hidden until enabled
    Shade the whole chunk footprint on chunks flagged this way.
  • indirect-beam-colordefault new SettingColor(255, 130, 0, 180, hidden until enabled
    Colour of the beam.
  • indirect-floor-colordefault new SettingColor(255, 130, 0, 45, hidden until enabled
    Colour of the chunk shading.
  • flag-scoredefault 10, hidden until enabled
    Score a chunk needs before it's flagged this way.

Amethyst

  • amethyst-min-clustersdefault 8, hidden until enabled
    How many amethyst blocks a chunk needs to flag on amethyst (used instead of the global sensitivity for this one type).
  • amethyst-include-buddingdefault true, hidden until enabled
    Count budding amethyst (the block that grows the crystals).
  • amethyst-include-blockdefault false, hidden until enabled
    Count plain amethyst blocks too (noisier — geodes are full of them).
  • amethyst-grown-onlydefault false, hidden until enabled
    Only count fully-grown clusters, ignoring the small/medium/large buds.
  • amethyst-require-deepdefault false, hidden until enabled
    Only count amethyst below a Y line (surface geodes are natural; deep ones are usually farmed).
  • amethyst-max-ydefault 0, hidden until enabled
    Only count amethyst at or below this Y.
  • whole-geode-scandefault false
    Group connected amethyst into whole geodes instead of only counting blocks. Uses the same scanner as geode-finder++, so a chunk flags on the size of the geode in it rather than on how much amethyst happens to be scattered about.
  • geode-thresholddefault 12, hidden until enabled
    How many connected amethyst blocks make a geode worth flagging the chunk for.

Render

  • box-ydefault 63
    Height to draw the chunk box at. Defaults to sea level so boxes sit where you can actually see them.
  • shape-modedefault ShapeMode.Both
    How the boxes are drawn: outline only, filled sides only, or both.
  • fill-colordefault new SettingColor(255, 200, 0, 40
    The colour of the filled/shaded part of the box.
  • tracersdefault false
    Draw a line from you to each flagged chunk.
  • amethyst-colordefault new SettingColor(190, 120, 255, 90
    Colour used for chunks flagged because of amethyst, so a geode being farmed stands out from the other finds.
  • extreme-colordefault new SettingColor(255, 40, 40, 200, hidden until enabled
    Colour for chunks with extreme overgrowth.
  • locked-colordefault new SettingColor(255, 0, 255, 200, hidden until enabled
    Colour for chunks locked as confirmed bases.
  • line-colordefault new SettingColor(255, 200, 0, 220
    The colour of the box outline.

tunnel-finder++

Finds long straight tunnels players have dug, including ones far underground you'd never stumble across.

General

  • 1x1default true
    Crawl tunnels, one block wide and one high. The cheapest way to cover distance underground, so people digging long-haul routes use them and they are easy to miss.
  • 1x2default true
    The ordinary walking tunnel, one wide and two high. By far the most common thing you will find.
  • 2x2default true
    Two wide and two high — a main corridor rather than a branch, so it usually leads somewhere worth following.
  • 3x3default true
    Three by three. Nobody digs this by hand for fun, so it means a highway, a nether route or something built to move a lot of material.
  • min-lengthdefault 8
    Minimum straight air-corridor length to flag as a tunnel.
  • max-ydefault 40
    Only scan below this Y (surface has too many false positives).

Render

  • render-distancedefault 256
    How far away (in blocks) things are still drawn.
  • line-colordefault new SettingColor(0, 200, 255, 220
    Colour of the box outline.

voice-chat-sniffer++

Highlights the chunk of a deep voice-chat transmitter (passive, no audio).

General

  • channel-namespacedefault "voicechat"
    Only react to custom payloads in this namespace.
  • max-ydefault 0
    Only highlight chunks of voices below this Y.
  • forget-secondsdefault 15
    Seconds before a silent source is forgotten.
  • fill-colordefault new SettingColor(0, 200, 255, 45
    Colour of the filled part of the box.
  • line-colordefault new SettingColor(0, 200, 255, 220
    Colour of the box outline.

Combat

Fighting tools. Anything that fabricates movement or timing is marked (risky) and off by default, because those are what an anti-cheat objects to.

attribute-swap++

Swaps slots on attack to refresh weapon attributes/cooldown.

General

  • swap-slotdefault 9
    Hotbar slot to bounce through (1-9).

auto-city++

Breaks the block beside a target in a hole to expose them.

General

  • target-rangedefault 5
    How far away a target can be (blocks).
  • timing-jitterdefault 0
    Randomly space out the block-break so it isn't a perfect fixed rhythm (%).
  • break-rangedefault 5
    How far away you can break (blocks).

auto-log++

Auto-disconnect at low health or when a player approaches.

General

  • healthdefault 6
    Disconnect at/below this health (0 = off).
  • on-playerdefault false
    Also disconnect when a player comes within range.
  • player-rangedefault 32, hidden until enabled
    How close a player must be to react (blocks).

bombaura++

Auto anchor/bed aura (place, charge, detonate on nearby enemies).

Modes — Anchor, Bed

General

  • modedefault Mode.Anchor
    Anchor (any dim) or Bed (Nether/End).
  • target-rangedefault 5
    How far away a target can be (blocks).
  • place-rangedefault 5
    How far away you can place (blocks).
  • step-delaydefault 2
    Ticks between place/charge/detonate.
  • min-damagedefault 6
    Only detonate if it would deal at least this to the target.
  • max-self-damagedefault 8
    Never detonate if it would deal more than this to you.

Bypass

  • miss-chancedefault 0
    Chance (%) to skip a step this cycle, like a human hesitating. 0 = never (fastest but most robotic).
  • timing-jitterdefault 0
    Randomly vary the step delay by +/- this % so it isn't a perfect fixed rhythm.

bow-aimbot++

Auto-aims your bow at the nearest target while drawing.

General

  • rangedefault 40
    How far out (in blocks) this reaches.
  • aim-noisedefault 0.0
    Add a tiny random wobble (degrees) to the auto-aim so it doesn't lock on with robotic precision.

combat-extras++

Bow-spam / auto-exp / d-tap.

General

  • bow-spamdefault false
    Rapidly fire the bow.
  • auto-expdefault false
    Automatically throw XP bottles.
  • d-tapdefault false
    Double-tap to trigger.

combat-macros++

Anchor / wind-pearl combo macros on a keybind.

Modes — Anchor, WindPearl

General

  • macrodefault Which.Anchor
    The command/text the macro runs.

crystal-aura++

Places and blows end crystals for you. Also carries the helpers: crystals you hit vanish on your client straight away so you can chain into the next one, and the best spot to place is highlighted. Turn place and break off to use it as helpers only.

General

  • target-rangedefault 8
    How far away a target can be (blocks).
  • place-rangedefault 5
    How far away you can place (blocks).
  • break-rangedefault 5
    How far away you can break (blocks).
  • max-speeddefault true
    Place and break as fast as the delays allow.
  • multi-crystaldefault false
    Place on several bases around the target each tick.
  • multi-maxdefault 3, hidden until enabled
    Most crystals to place at once.
  • walk-throughdefault true
    Place/break without line of sight.
  • placedefault true
    Place crystals automatically.
  • breakdefault true
    Break crystals automatically.
  • place-delaydefault 0
    Ticks between placements.
  • break-delaydefault 0, hidden until enabled
    Ticks between breaks.
  • max-self-damagedefault 8
    Don't act if it would deal more than this much damage to you.

Helpers

  • desync-fixdefault true
    Remove crystals you attack on your client straight away, so you can hit the next one without waiting for the server. Also available as the standalone crystal-optim++ module; running both is harmless.
  • remove-rangedefault 6, hidden until enabled
    Range to client-side remove crystals within (blocks).
  • show-placementdefault false
    Highlight the single best obsidian/bedrock base to place a crystal on against the nearest target.
  • placement-colordefault new SettingColor(0, 255, 120, 200, hidden until enabled
    Colour of the best-placement highlight.

Bypass

  • miss-chancedefault 0
    Chance (%) to skip an attack this tick, like a human misclicking. 0 = never miss (fastest but most robotic).
  • timing-jitterdefault 0
    Randomly vary the delays by +/- this % so they aren't a perfect fixed rhythm.

crystal-optim++

Makes crystals you hit vanish on your client straight away so you can chain into the next one, and highlights the best spot to place.

General

  • desync-fixdefault true
    Client-side remove crystals you attack (faster crystals).
  • remove-rangedefault 6, hidden until enabled
    How close a crystal must be for the desync fix to remove it on your client (blocks).
  • show-placementdefault false
    Highlight the optimal crystal base around the nearest target.
  • target-rangedefault 8, hidden until enabled
    How far away a player can be and still be targeted (blocks).
  • max-self-damagedefault 8, hidden until enabled
    Never suggest a placement that would deal more than this much damage to you.
  • colordefault new SettingColor(0, 255, 0, 90, hidden until enabled
    Colour of the best-placement highlight.

fast-bow++

Draw bows and crossbows much faster than normal.

Modes — Full, Instant, Rapid, Desync

General

  • modedefault Mode.Full
    Release strategy. Full = server-safe full power; Instant = fastest release where the server allows it; Rapid = max fire rate; Desync = experimental server trick.
  • crossbowsdefault true
    Affect crossbows.
  • charge-timedefault 0, hidden until enabled
    Instant mode on a REMOTE server: ticks to draw before releasing (0 = weakest/instant, 20 = full vanilla). Ignored where you control the server.
  • spam-delaydefault 1
    Ticks between shots for Rapid/Desync/spam.

godmode++

Makes you effectively unkillable — negates fall damage, knockback and other harm. How much applies depends on the server.

No settings.

hit-particles++

Spawns particles on the entity you attack.

Modes — Crit, Damage, Flame, Heart, Explosion

General

  • particledefault Particle.Crit
    Which particle to use.
  • countdefault 12
    How many particles to spawn.

self-defense++

Self web / trap / anvil in one module.

General

  • webdefault false
    Trap attackers in cobwebs.
  • web-doubledefault false, hidden until enabled
    Also web your upper hitbox.
  • trapdefault false
    Obsidian around you.
  • anvildefault false
    Anvil two blocks above you.

wallbang++

Lets you attack targets through walls. Whether it lands depends on the server.

Modes — Nearest, LowestHealth, LowestArmor, ClosestAngle, Random

Modes — None, Client, Silent

General

  • target-prioritydefault Target.Nearest
    Which entity to hit when several are in range.
  • attack-delaydefault 10
    Ticks between attacks (lower = faster).
  • miss-chancedefault 0
    Chance (%) to skip an attack this cycle, like a human misclicking. 0 = never miss.
  • timing-jitterdefault 0
    Vary the attack delay by +/- this % so it isn't a perfect fixed rhythm.
  • players-onlydefault true
    Only target players.

Movement

Getting around. Flight, elytra, freecam and movement helpers.

auto-wasp++

Auto-fly pursuit that holds an offset over the nearest target.

General

  • target-rangedefault 64
    How far away a target can be (blocks).
  • horizontal-speeddefault 1.5
    Horizontal speed (blocks/tick).
  • vertical-speeddefault 0.8
    Vertical speed (blocks/tick).
  • offset-ydefault 3
    Height to hold above the target.
  • avoid-landingdefault true
    Don't dive into the ground.

click-tp++

Blink forward along your look. Bind a key and tap it.

General

  • distancedefault 6
    Maximum distance in blocks.
  • stepsdefault 4
    Packets to split the jump into (more = smoother/safer).

elytra-fly++

Enhanced elytra flight with extra control and boost options.

Modes — Vanilla, Pitch40, Packet, Bounce

General

  • modedefault Mode.Vanilla
    Which mode to use.
  • horizontal-speeddefault 1.0, hidden until enabled
    Glide speed (Vanilla/Packet).
  • vertical-speeddefault 0.5, hidden until enabled
    Up/down speed on jump/sneak (Vanilla/Packet).
  • fall-multiplierdefault 0.01, hidden until enabled
    How fast you sink when not holding jump (Vanilla/Packet).
  • sprintdefault true
    Keep sprinting while flying.

Pitch40

  • upper-boundsdefault 120, hidden until enabled
    Climb until you reach this Y, then dive.
  • lower-boundsdefault 70, hidden until enabled
    Dive until you reach this Y, then climb.
  • rotation-speed-updefault 3, hidden until enabled
    How fast it pitches up when climbing.
  • rotation-speed-downdefault 3, hidden until enabled
    How fast it pitches back down when diving.

Extras

  • auto-take-offdefault false
    Start gliding automatically when you hold jump in the air with an elytra.
  • auto-hoverdefault false
    Hold altitude when you're not pressing anything (Vanilla/Packet).
  • no-crashdefault false
    Cut horizontal speed before you fly into a wall.
  • crash-look-aheaddefault 6, hidden until enabled
    Blocks ahead to check for no-crash.
  • auto-fireworkdefault false
    Fire a rocket by itself whenever you drop below the speed below, so a long flight keeps going without you holding it up. Rockets come from your hotbar and it only fires while you are actually gliding.
  • min-speeddefault 20.0, hidden until enabled
    Speed you have to fall under before another rocket goes off, in blocks a second.
  • min-ydefault 80, hidden until enabled
    Do not fire below this height — no point burning rockets while you are still climbing out of a hole.
  • firework-delaydefault 40, hidden until enabled
    Ticks to wait between rockets.
  • boostdefault false
    Extra forward burst while holding sprint, no rockets.
  • boost-amountdefault 1.5, hidden until enabled
    How much extra speed each boost adds.

fast-climb++

Climb ladders/vines faster.

General

  • speeddefault 0.5
    How fast (higher = faster).

flight++

Fly freely. How well it holds up depends on the server's anti-cheat.

Modes — Creative, Velocity, Motion, Glide, Jetpack, Bounce, Smooth, Static, Packet, Vanilla

No settings.

freecam++

Smooth free-flying detached camera with pathing / rotate / sneak options.

General

  • speeddefault 0.5
    Camera fly speed (blocks per tick).
  • vertical-speeddefault 1.2
    Multiplies how fast you rise and fall against your normal speed. Under 1 makes it easier to hold a height while you look around; over 1 gets you up and down a shaft quickly.
  • vertical-affects-keysdefault true
    Apply the multiplier to jump and sneak, so tapping up or down moves you at the boosted rate.
  • vertical-affects-lookdefault false
    Apply it to the up-and-down part of flying where you look, too. Leave this off if you want flying forward to feel exactly as before and only the jump and sneak keys to be quicker.
  • scroll-remembersdefault true
    Keep whatever you scrolled to for next time instead of snapping back to the slider value when you close the camera. Off means the scroll only lasts for that session.
  • click-actiondefault Click.Ignore
    What a mouse click does while the camera is out. Your body is not where the camera is, so a click used to swing at whatever happened to be in front of the camera, which is usually thin air. Ignore drops the click entirely; Real Body mines and uses where your actual character is looking, which is what you would get with the camera closed.
  • hold-to-minedefault true, hidden until enabled
    Mine only while the button is held, rather than latching on from one press. Off leaves the click held down until you press again, which is how it behaved before and is easy to forget about.
  • smoothingdefault 0.05
    How much the camera eases into a start and out of a stop. A little takes the jerkiness off without making it feel like it is floating; 0 is instant, the way Meteor moves.
  • fly-toward-crosshairdefault true
    Move along the direction you're actually looking, so looking down and holding forward takes you down. Off = stay level and only rise/fall with jump and sneak.
  • look-sensitivitydefault 0.15
    Mouse sensitivity for steering the camera.
  • scroll-speeddefault true
    Scroll the mouse wheel to change fly speed live (like Meteor's freecam).
  • scroll-stepdefault 1.1, hidden until enabled
    How much each scroll notch multiplies the speed.
  • keep-inputsdefault true
    Lock the attack/use you held on entry so you keep mining/using at your character's view.
  • mine-at-characterdefault true
    A mouse press in freecam mines/interacts where your CHARACTER looks, not the camera.

Extras

  • reload-chunksdefault false
    Reload all chunks when freecam toggles (fixes render gaps).
  • show-handsdefault true
    Stay in first person so your hands/held item render at the camera. Off forces third person so you see your body.
  • rotatedefault false
    Rotate your character's body to follow the camera direction.
  • keep-sneakingdefault false
    Hold the player sneaking the whole time so it can't walk off an edge.
  • allow-pathingdefault false
    Don't lock movement keys, so Baritone / the player can still path while the camera flies free.

jumps++

High / long / air / auto jump in one module.

General

  • high-jumpdefault false
    Jump higher than normal.
  • jump-powerdefault 0.7, hidden until enabled
    How high the high-jump goes.
  • long-jumpdefault false
    Jump further forward.
  • long-powerdefault 1.2, hidden until enabled
    How far the long-jump goes.
  • air-jumpdefault false
    Allow jumping again in mid-air.
  • auto-jumpdefault false
    Jump automatically whenever possible.

movement-extras++

GUI-move / entity-control / slippy / reverse-step in one module.

General

  • gui-movedefault false
    Keep moving while a screen is open.
  • entity-controldefault false
    Steer the entity you're riding.
  • slippydefault false
    Make movement slippery like ice.
  • slip-amountdefault 1.5, hidden until enabled
    How slippery movement is.
  • reverse-stepdefault false
    Step down off edges smoothly instead of falling.

noclip++

Lets you move freely through blocks. Works where the server doesn't correct your position (own worlds and lenient servers).

Modes — Flying

No settings.

reverse-step++

Fall down small ledges instantly.

General

  • fall-speeddefault 3.0
    Downward speed applied when dropping (blocks/tick).
  • fall-distancedefault 3.0
    Only trigger when ground is within this many blocks below.
  • vehiclesdefault false
    Also affect vehicles you're riding.

snap-tap++

When you hold two opposite movement keys at once, the most recently pressed one wins instead of both cancelling out.

General

  • left-rightdefault true
    Apply it to strafing (A / D).
  • forward-backdefault true
    Apply it to forward / back (W / S).
  • release-restoresdefault true
    When you let go of the newer key while still holding the older one, snap straight back to the older direction instead of stopping.

speed++

Move faster than normal. How much you can get away with depends on the server's anti-cheat.

Modes — Simple

No settings.

trident-boost++

Riptide-launch in any conditions with a trident.

General

  • powerdefault 2.5
    Strength of the effect.

Player

Things that act on your own character — mining, inventory, interaction.

auto-sign++

Copies your first sign's text onto every sign after.

General

  • frontdefault true
    Write on the front side of the sign.

autoer++

Auto-tool + auto-mount (and more) in one module.

General

  • auto-tooldefault true
    Swap to the best tool for the block you're mining.
  • auto-mountdefault false
    Mount the nearest rideable animal you look at.
  • auto-weapondefault false
    Swap to your best sword/axe when attacking a mob.
  • auto-sheardefault false
    Shear nearby wooly sheep (needs shears in hand).
  • auto-breeddefault false
    Feed nearby breedable animals with the food you're holding.
  • auto-fishdefault false
    Auto-reel and recast when a fish bites.
  • mount-bypassdefault false
    Force-mount the animal you look at even if you have a vehicle already / server quirks.
  • auto-smelterdefault false
    With a furnace open: auto-collect finished output and top up coal fuel.
  • auto-brewerdefault false
    With a brewing stand open: auto-collect finished potions and top up blaze powder fuel.
  • auto-nametagdefault false
    Name-tag nearby un-named animals (needs a name tag in hotbar).
  • auto-armordefault false
    Equip the best armor from your inventory into empty armor slots.

chunk-reloader++

Runs a command sequence (delhome -> sethome -> rtp -> home) to force a chunk reload.

General

  • auto-disabledefault true
    Automatically disable the module after the command sequence completes.
  • client-reloaddefault false
    Also force the client to redraw all chunks locally when the sequence finishes (or immediately, if the command sequence is off).
  • command-sequencedefault true
    Run the server command sequence below (delhome -> sethome -> rtp -> home) to force a real chunk reload.
  • chatdefault true
    Show progress messages in chat.
  • loopdefault false, hidden until enabled
    Continuously loop the command sequence while active.

Commands

  • command-1default "delhome 1"
    First command.
  • command-2default "sethome 1"
    Second command.
  • command-3default "rtp"
    Third command.
  • command-4default "home 1"
    Fourth command.

Timing

  • delay-ticksdefault 15
    Base delay between commands (20 ticks = 1s).
  • random-jitterdefault 5
    Random extra ticks added to each delay.
  • loop-cooldowndefault 40, hidden until enabled
    Extra delay before restarting when looping.

home-utils++

Save/goto named coordinate homes; optional auto-walk.

General

  • namedefault "base"
    Name for save/goto/remove.
  • walk-to-homedefault false
    Hold forward toward the current home until you arrive.

instant-mine++

Break blocks far faster, with several methods to choose from (speed multiplier, packets, abort, sequenced, or an area nuker). Strength depends on the server.

Modes — Multiplier, Packet, Abort, Vanilla, Sequenced, Nuker, SpeedMine

No settings.

invisibility++

Turns you invisible to other players and mobs. How complete the invisibility is depends on the server.

No settings.

miner++

Mines for you — vein mining, fast packet mining, or a wide excavator, all in one module.

General

  • vein-minerdefault true
    Break all connected same-type blocks around the target.
  • packet-minedefault false
    Fire raw start+stop destroy packets (instant on lenient servers).
  • excavatordefault false
    Break every block in a radius around the target (nuker-style area).
  • infinity-minerdefault false
    Auto-hold mine on whatever block you look at (no need to hold click).
  • radiusdefault 3
    Vein/excavator search radius.
  • blocks-per-tickdefault 16
    Max blocks to send per tick (kick safety).

nbt-adder++

Copy item NBT by middle-click and apply custom NBT/components to held items (creative). Java component-system equivalent of Horion's NBT editor.

No settings.

no-break-delay++

Removes the cooldown between breaking blocks. Mine continuously with no pause.

No settings.

no-cooldown++

Removes the attack-swing delay and item cooldowns (like ender pearls) so you can act back-to-back. Strength depends on the server.

No settings.

portal-inv++

Access your inventory during portal transit loading.

No settings.

reach++

Extends attack range with selectable targeting. Rejected by strict server anti-cheats.

Modes — Crosshair, Nearest, LowestHealth, LowestArmor, Random

Modes — None, Client, Silent

General

  • target-prioritydefault Target.Crosshair, hidden until enabled
    Crosshair = only what you aim at; others auto-select within range.
  • auto-attackdefault false
    Automatically attack the selected target within range.
  • hard-capdefault false
    Also raise the vanilla attack-range attribute directly (in addition to the extended-range targeting above), for servers that read that attribute instead of just validating hit distance.
  • attack-delaydefault 10, hidden until enabled
    Ticks between auto-attacks (lower = faster).
  • players-onlydefault false
    Only target players.

render-method++

Forces chunks to reload so terrain the server sent but your client never drew shows up.

General

  • manualdefault false
    While this module is on, hold render distance at 'low-distance'. Turn the module off to restore.
  • y-dropdefault false
    Snap render distance down to 'low-distance' when you go below 'trigger-y', and restore your original when you come back above it.
  • auto-refreshdefault true
    Each time you cross below 'trigger-y', briefly drop then restore render distance to force nearby chunks to reload.
  • krypton-light-finderdefault false
    Turn Krypton's light-finder on while active (only works if the Krypton mod is installed).
  • second-linedefault true
    Refresh again at a deeper height. One pass near the surface and another further down catches things the first crossing was too high to reach.
  • second-ydefault -45, hidden until enabled
    The deeper height. Same rule: it fires on the way down only.
  • catch-teleportsdefault true
    Also fire when you arrive below a line without having walked through it — an ender pearl, or the server moving you. Those skip the crossing entirely, so without this a pearl straight down never refreshes.
  • trigger-ydefault -4
    The height that triggers a refresh. It fires the moment you cross it going down — you do not have to stay there, and it will fire again next time you come back down through it.
  • low-distancedefault 2
    The reduced render distance (in chunks) used by the methods above.
  • refresh-ticksdefault 20, hidden until enabled
    How many ticks auto-refresh stays collapsed before restoring.
  • expand-delaydefault 0, hidden until enabled
    Ticks y-drop waits before restoring after you go back above trigger-y.

Visualiser

  • visualisedefault false
    Shade the ground this module has forced through, anchored to the spot where it last ran rather than following you. Lets you see exactly what you've covered. Off by default.
  • area-chunksdefault 8, hidden until enabled
    How far the shading reaches from that spot, in chunks. Match it to your render distance to see the real coverage.
  • shade-ydefault 63, hidden until enabled
    Height to draw the shading at. Sea level by default so it sits where you can see it.
  • chunk-griddefault false, hidden until enabled
    Draw the individual chunk squares instead of one solid block of shading.
  • mark-centredefault true, hidden until enabled
    Mark the chunk the coverage is measured from.
  • area-colordefault new meteordevelopment.meteorclient.utils.render.color.SettingColor(0, 200, 255, 35, hidden until enabled
    Colour of the shaded area.
  • centre-colordefault new meteordevelopment.meteorclient.utils.render.color.SettingColor(255, 255, 0, 220, hidden until enabled
    Colour of the centre marker.

swing-speed++

Controls how fast your arm swings — a set speed, a fixed duration, or auto-timed to whatever you're doing (mining a block, attacking, or using any item like fireworks).

Modes — Speed, Custom, Auto

Modes — AttackCooldown, CustomTicks

General

  • modedefault Mode.Speed
    Speed = a multiplier on the normal swing. Custom = fixed ticks. Auto = time to mine the block you look at.
  • speeddefault 1.0, hidden until enabled
    Their SwingSpeed multiplier: duration = round(vanilla / speed). Higher = faster.
  • auto-idledefault AutoIdle.CustomTicks, hidden until enabled
    In Auto, when you are NOT aimed at a block. Custom ticks keeps the swing fast and steady; attack cooldown ties it to your weapon's recharge, which slows the animation right down between hits.
  • swing-ticksdefault 3, hidden until enabled
    Swing duration in ticks (lower = faster). Vanilla is 6.
  • auto-interactdefault true, hidden until enabled
    In Auto mode, swing fast whenever you use or right-click ANY item — fireworks, ender pearls, bows, fishing rods, food, buckets and so on — instead of timing the swing to your attack cooldown.
  • interact-ticksdefault 3, hidden until enabled
    How fast the swing is when you use an item in Auto mode (lower = faster).
  • auto-capdefault 60, hidden until enabled
    Clamp auto swings to at most this many ticks (very hard blocks like obsidian).

timer++

Speeds up or slows down your game clock, with several styles and fine control.

Modes — Constant, Pulse, Ramp, Direct, Packets, Advance, Smart

General

  • modedefault Mode.Constant, hidden until enabled
    Constant/Pulse/Ramp scale the client clock. Direct adds packet spam. Packets is spam-only. Advance sends forward-stepped positions. Smart only spams while you're acting.
  • pulse-offdefault 10, hidden until enabled
    Pulse: ticks at normal speed each cycle.
  • ramp-ticksdefault 20, hidden until enabled
    Ramp: ticks to ease from normal up to the full multiplier.

world-extras++

Flamethrower / liquid-fill world helpers.

General

  • flamethrowerdefault false
    Flint-and-steel the block you look at rapidly.
  • liquid-filldefault false
    Place your held bucket liquid at the crosshair.

y-level-spoof++

RISKY: Tries to fake your height to the server without moving you. Most anti-cheats will catch this.

Modes — Burst, Constant

Modes — Fixed, Oscillate, Jitter, Descend

No settings.

Misc

Everything else: rendering, chat, HUD, timing and utilities.

anti-afk++

Periodic actions to prevent AFK kicks.

General

  • jumpdefault true
    Jump periodically.
  • swingdefault false
    Swing your hand.
  • sneakdefault false
    Sneak/unsneak quickly.
  • strafedefault false
    Alternate left/right steps.
  • spindefault false
    Continuously rotate your view.
  • spin-speeddefault 10, hidden until enabled
    How fast to spin while AFK.
  • delaydefault 20
    Ticks between actions.

book-bot++

Writes the held writable book with your text.

General

  • page-textdefault "shama"
    Text to put on the page.
  • pagesdefault 50
    How many pages to fill.
  • signdefault false
    Sign the book with a title.
  • titledefault "shama", hidden until enabled
    Title of the book.

bypass++

Small client-side tweaks that make other modules look more legitimate to anti-cheats.

General

  • rotation-smoothingdefault true
    How smoothly rotations are applied.
  • max-rotation-stepdefault 35, hidden until enabled
    Max degrees the view may snap per tick.
  • rotation-noise (risky)default false
    Add a tiny, natural wobble to your aim so it never sits perfectly still or moves in perfectly straight lines — the kind of thing that flags aim-assist.
  • noise-amountdefault 1.0, hidden until enabled
    How much wobble to add, in degrees (keep it small — 0.5 to 2 feels natural).

camera-tweaks++

Custom FOV and view-bob overrides.

General

  • custom-fovdefault true
    Force a specific FOV while active.
  • fovdefault 90, hidden until enabled
    The field-of-view value to force.
  • no-view-bobdefault false
    Disable view bobbing.

chat-extras++

Chat spam + proximity message-aura.

General

  • repeat-messagedefault false
    Repeat a chat message automatically.
  • spam-messagedefault "shama on top", hidden until enabled
    The message to repeat.
  • spam-delaydefault 200, hidden until enabled
    Ticks between spam messages.
  • message-auradefault false
    Send a message when a player comes near.
  • aura-messagedefault "caught in 4k", hidden until enabled
    The message the aura sends.
  • aura-rangedefault 6, hidden until enabled
    How far the message-aura reaches (blocks).

fake-visuals++

Client-side fakes for screenshots — a pay receipt that never sends, and a sidebar of your own invention.

Fake Pay

  • fake-paydefault false
    Catch your own pay command before it is sent and print a receipt that looks real. Nothing reaches the server, so no money moves and the other person sees nothing at all.
  • commanddefault "pay", hidden until enabled
    The command to catch, without the slash.
  • currencydefault "$", hidden until enabled
    Symbol to put in front of the amount.
  • block-commanddefault true, hidden until enabled
    Stop the command from being sent at all. Turning this off sends it for real, which defeats the point.

Fake Sidebar

  • sidebardefault false
    Draw a sidebar of your own with whatever numbers you like. It is painted by this addon, so the server has no idea it is there.
  • titledefault "Stats", hidden until enabled
    Heading at the top of the sidebar.
  • xdefault 1400, hidden until enabled
    Distance from the left of the screen.
  • ydefault 120, hidden until enabled
    Distance from the top of the screen.
  • backgrounddefault new SettingColor(0, 0, 0, 140, hidden until enabled
    Colour behind the sidebar.
  • text-colordefault new SettingColor(255, 255, 255, 255, hidden until enabled
    Colour of the rows.

force-commands++

Give yourself operator permissions so all commands work even with cheats off. Works where you have that authority (your own worlds and servers that allow it).

No settings.

hide-chat++

Hides chat & history but still lets you type.

No settings.

hostile-esp++

ESP for hostile mobs with an optional tracer.

Modes — Off, Outline, Fill, Both

Modes — Box, Wireframe

No settings.

item-highlight++

Highlights dropped items on the ground.

General

  • color-by-raritydefault true
    Colour each item by how rare it is instead of using one flat colour: white common, yellow uncommon, pink rare, purple epic. Enchanted items get the rare colour too.
  • line-colordefault new SettingColor(255, 255, 0, 220, hidden until enabled
    Colour of the box outline when rarity colouring is off.
  • fill-colordefault new SettingColor(255, 255, 0, 40, hidden until enabled
    Colour of the box sides when rarity colouring is off.
  • common-colordefault new SettingColor(220, 220, 220, 220, hidden until enabled
    Colour for ordinary items.
  • uncommon-colordefault new SettingColor(255, 255, 85, 220, hidden until enabled
    Colour for uncommon items.
  • rare-colordefault new SettingColor(255, 105, 180, 220, hidden until enabled
    Colour for rare and enchanted items.
  • epic-colordefault new SettingColor(180, 80, 255, 220, hidden until enabled
    Colour for epic items.
  • fill-alphadefault 40, hidden until enabled
    How solid the filled sides are when colouring by rarity.
  • tracersdefault false
    Draw a line from you to each highlighted thing.
  • shape-modedefault ShapeMode.Both
    How boxes are drawn: outline only, filled sides only, or both.

lag-detector++

Finds places the server is struggling — a farm, a stash full of hoppers, or anything else eating server time. Watches server tick rate, your own framerate, and how bad the worst frames get.

General

  • tps-thresholddefault 15.0
    Alert when estimated server TPS drops below this.
  • trigger-secondsdefault 5
    How many seconds TPS must stay low before alerting.
  • re-alert-cooldowndefault 200
    Minimum seconds between repeat alerts.
  • popupdefault true
    Show an on-screen title popup.
  • chatdefault true
    Send a chat message.
  • sounddefault true
    Play an alert sound.
  • server-tpsdefault true
    Watch how fast the server is ticking. A sustained drop is the clearest sign something nearby is working it hard — usually a farm.
  • your-fpsdefault false
    Watch your own framerate as well. Some farms flood you with entities and particles rather than costing the server much, so your frames tank while the tick rate looks fine.
  • fps-belowdefault 40, hidden until enabled
    Framerate that counts as struggling. Compare it against what you normally get, not a fixed idea of good.
  • worst-framesdefault false
    Watch the worst one percent of frames rather than the average. Entity-heavy farms cause hitching that a steady average hides completely — this is what catches those.
  • worst-frames-belowdefault 50, hidden until enabled
    How far below your normal framerate the worst frames must fall, as a percent. 50 means a stutter down to half your usual rate counts.
  • check-anywheredefault true
    Keep checking wherever you are, not just while chunks are streaming in. Leave this on if you want to find farms by standing near them rather than only noticing lag as you fly past.
  • settle-timedefault 1.0
    Extra wait after the last chunk lands, on top of the loaded check above. The client keeps building chunk meshes for a moment after the data arrives, and that costs frames — this rides it out so the counter starts on a settled world.
  • chunk-delaydefault 0.0
    Hold chunks you are flying towards for this long before letting them load. Flying forward loads the next chunks constantly, and every arrival restarts the settle timer, so a reading never lasts long enough to report. Delaying them lets the timer run out first, then they all load at once. 0 lets everything through immediately.
  • ready-radiusdefault 3
    How many chunks around you must be loaded before readings count. This is what tells the module the world has actually finished arriving, rather than assuming a fixed loading time.
  • min-durationdefault 8
    How long the problem has to last before it's reported. Short spikes happen constantly and mean nothing; something sustained means something is actually there.
  • ignore-client-lagdefault true
    Throw away TPS samples taken while your own game was stuttering. Without this, your own framerate dips look exactly like server lag and cause false alerts.
  • smoothingdefault 0.3
    How heavily to average the TPS estimate. Higher is steadier but slower to react; low values react fast but flicker.

Already Loaded

  • already-loadeddefault false
    Flag areas the server already had in memory before you got there. A chunk it has to read from disk or generate takes real time to send; one somebody is keeping alive comes back almost instantly. A burst of instant arrivals means a chunk loader, a farm, or someone living there — and it works even when nothing is visible.
  • instant-thresholddefault 3, hidden until enabled
    A chunk arriving within this many milliseconds of the one before it counts as already loaded. Lower is stricter.
  • instant-rundefault 24, hidden until enabled
    How many instant arrivals in a row before it's reported. A couple happen naturally; a long run does not.

Region Highlight

  • highlight-regiondefault true
    While TPS is low, box the 32x32 chunk region you're standing in (the lagging region).
  • box-after-secondsdefault 10, hidden until enabled
    Only draw the region box once TPS has stayed low for this long. Stops the box flashing on brief dips.
  • region-sizedefault 32
    Region size in chunks (Folia default here is 32).

notifiers++

Rain + low-durability chat alerts.

General

  • raindefault true
    Notify when it starts raining.
  • low-durabilitydefault true
    Warn when a tool is nearly broken.
  • durability-thresholddefault 20, hidden until enabled
    Warn once durability drops below this.

packet-logger++

Lists the network packets going past in chat — a debug tool for seeing what the server is actually sending.

General

  • incomingdefault true
    Log packets coming from the server.
  • outgoingdefault false
    Log packets you send.
  • name-filterdefault ""
    Only log packets whose class name contains this (blank = all).

ping-spoofer++

Raises your measured ping by delaying KeepAlive packets, or delays all packets for fake lag.

General

  • fake-lag (risky)default false
    Lag EVERYTHING — every packet in both directions is held, not just KeepAlive. This is full blink-style desync: the world freezes and your actions land in a burst when it releases. Off = only spoof the ping number.
  • delaydefault 250, hidden until enabled
    Baseline hold time (ms). Realistic fluctuation moves around this value. Keep well under ~15s or the server may time you out.
  • max-percentdefault 120, hidden until enabled
    Highest the delay may drift to, as a percent of the baseline.

Ticks

  • outgoing-ticksdefault 5, hidden until enabled
    How many ticks to hold outgoing packets (20 ticks = 1 second). Used instead of the ms delay when ticks are on.
  • delay-inbound (risky)default false
    Also hold packets you receive, so the world updates late too. Makes the lag look symmetrical rather than one-sided.
  • inbound-ticksdefault 5, hidden until enabled
    How many ticks to hold incoming packets before applying them.
  • use-ticksdefault true
    Use the tick counts above instead of the millisecond delay below.

swarm++

Coordinate your own alt accounts (host/worker) over a port you control.

Modes — Host, Worker

General

  • modedefault Mode.Worker
    Which mode to use.
  • host-ipdefault "127.0.0.1", hidden until enabled
    Worker: host to connect to.
  • portdefault 25566
    Network port to use.

time-changer++

Force a custom client-side time of day.

General

  • timedefault 6000
    Time of day to force (0 = dawn, 6000 = noon, 18000 = midnight).

trail++

A fading trail behind you.

General

  • lengthdefault 80
    How many points to keep.
  • colordefault new SettingColor(120, 200, 255, 200
    Highlight colour.
  • fadedefault true
    Fade the tail out.