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.
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.
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-range— default16
How far out to keep showing traces, in chunks.chat— defaulttrue
Print a message the first time each area is picked up.
Methods
held-in-memory— defaulttrue
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-threshold— default3, hidden until enabled
A chunk arriving within this many milliseconds of the one before counts as instant. Lower is stricter.instant-run— default20, hidden until enabled
How many instant arrivals in a row before it counts. A couple happen naturally; a long run does not.adaptive-timing— defaulttrue, 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-grown— defaulttrue
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-grown— default12, 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-range— default12
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-change— defaulttrue
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-gap— default60, 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-change— default3, 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-here— defaulttrue
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-spent— default120, hidden until enabled
How many minutes of recorded presence a chunk needs.changes-unattended— defaulttrue
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-changes— default20, hidden until enabled
How many changes with nobody visible before it counts.
Render
box-y— default63
Height to draw the boxes at. Sea level by default so they sit where you can see them.color— defaultnew SettingColor(90, 0, 160, 90
Colour of the trace boxes.shape-mode— defaultShapeMode.Both
Outline only, filled sides only, or both.tracers— defaultfalse
Draw a line from you to each trace.
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
deviation— default3.0
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-first— default120
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-signals— default2
How many separate properties must be off at once. One odd number happens naturally all the time; two or three together rarely does.min-y— default-60
Lowest height to measure.max-y— default60
Highest height to measure. Keeping this under the surface avoids trees and hills skewing the baseline.scan-rate— default3
How many newly loaded chunks to measure each tick. Lower this if the game stutters while flying.chat— defaulttrue
Report each anomaly in chat, along with which properties were off.relearn-on-dimension— defaulttrue
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
range— default16
How far out to keep showing flagged chunks, in chunks.box-y— default63
Height to draw the boxes at. Sea level by default.weak-color— defaultnew SettingColor(255, 220, 60, 70
Colour for a chunk that only just crosses the line.strong-color— defaultnew SettingColor(255, 60, 60, 110
Colour for a chunk far outside normal — the ones worth flying to.shape-mode— defaultShapeMode.Both
Outline only, filled sides only, or both.
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
range— default160
How far out to keep what has been recovered, in blocks.forget-on-update— defaulttrue
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-for— default600, 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.chat— defaultfalse
Report each recovery in chat.
Channels
block-changes— defaulttrue
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-changes— defaulttrue
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-entities— defaulttrue
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.particles— defaulttrue
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.sounds— defaulttrue
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-range— defaulttrue
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-hidden— defaulttrue
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-only— defaulttrue
Only keep what is under the height below, which is where the ground gets replaced.below-y— default0, hidden until enabled
The height that limit uses.
Force Data
force-data— defaultfalse
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)— defaultfalse, 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)— defaultfalse, 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)— defaultfalse, 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-y— default-8, hidden until enabled
The height to report. It needs to sit under the cutoff to be worth anything.force-rate— default10, hidden until enabled
Ticks between attempts. Slower is quieter and less likely to be noticed.
Render
block-color— defaultnew SettingColor(0, 255, 140, 220
Colour for blocks recovered from change or block-entity packets.hint-color— defaultnew SettingColor(255, 190, 0, 180
Colour for positions recovered from particles or sounds, where the exact block is unknown.shape-mode— defaultShapeMode.Both
Outline only, filled sides only, or both.tracers— defaultfalse
Draw a line from you to each recovery.
Flags chunks emitting heavy particle activity (working bases).
General
score-by-type— defaulttrue
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-scoring— defaultfalse
Also score chunks by player-placed blocks (workstations/storage/farming/lighting), on top of particle activity.block-scan-interval— default40, hidden until enabled
Ticks between block-scoring passes.threshold— default25
Particle packets in the window to flag a chunk.window-ticks— default60
Length of the counting window, in ticks.box-y— default64
The Y height to draw the box/marker at.line-color— defaultnew SettingColor(255, 90, 255, 220
Colour of the box outline.
Finds chests, hoppers, spawners and other containers below a set height — a stash finder.
General
y-threshold— default40
Only keep block entities at or below this Y.containers-only— defaulttrue
Only storage (chests, barrels, shulkers, hoppers, furnaces...). Off = every block entity.deduplicate— defaulttrue
Keep one marker per position; don't re-add when a chunk reloads.live-updates— defaulttrue
Also read the raw BlockEntityUpdate packet stream, not just chunk packets.catch-disguised-blocks— defaultfalse
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-y— default0, hidden until enabled
A block entity at or below this Y is treated as a hidden/spoofed position.chat— defaulttrue
Print each new find to chat.alert-nbt— defaultfalse, hidden until enabled
Include the block entity's NBT in the chat alert (observable data only).max-stored— default2000
Cap on finds kept/rendered.
Render
render-distance— default256
Only draw finds within this many blocks.tracers— defaulttrue
Line from camera to each find.shape-mode— defaultShapeMode.Both
Box fill/outline.fill-color— defaultnew SettingColor(225, 0, 255, 40
Colour of the filled faces of each box.line-color— defaultnew SettingColor(225, 0, 255, 255
Box outline.tracer-color— defaultnew SettingColor(225, 0, 255, 160
Tracer line.mark-deep-chunks— defaultfalse
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-y— default5, hidden until enabled
A block entity below this Y makes its chunk get a box.box-y— default63, hidden until enabled
Y level to draw the chunk box at (sea level by default).box-distance— default1024, hidden until enabled
Max horizontal distance to draw deep-chunk boxes.box-color— defaultnew SettingColor(255, 60, 60, 220, hidden until enabled
Deep-chunk box color.
Hoppers
hopper-signals— defaultfalse
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-hoppers— default4, hidden until enabled
How many hoppers must sit together before it's worth reporting.hopper-color— defaultnew SettingColor(255, 200, 60, 200, hidden until enabled
Colour used for hopper clusters.
Hidden Storage
hidden-storage— defaultfalse
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-hidden— default4, hidden until enabled
How many unseen containers a chunk needs before it's reported.pinpoint— defaulttrue, hidden until enabled
Box each unseen container individually instead of just marking the chunk, so you know exactly where to dig.hidden-color— defaultnew SettingColor(255, 0, 200, 220, hidden until enabled
Colour used for unseen containers.
Dense Chunks
stash-chunks— defaultfalse
Also box whole chunks that are packed with block entities (a stash), not just the individual ones.stash-threshold— default30, hidden until enabled
How many block entities a chunk needs before it counts as a stash.stash-marker-y— default64, hidden until enabled
Y height to draw the dense-chunk marker at.stash-color— defaultnew SettingColor(255, 0, 120, 200, hidden until enabled
Colour of the dense-chunk marker.
Depth Guard
depth-guard— defaultfalse
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-y— default-55, hidden until enabled
Y level that triggers the re-log reminder.warn-distance— default6, hidden until enabled
Blocks above danger-Y to start warning.
Boxes blocks being broken, shrinking with progress.
General
color-at-start— defaultnew SettingColor(255, 0, 0, 30
Colour at the start (0% progress).color-when-done— defaultnew SettingColor(0, 255, 0, 60
Colour at the end (100% progress).line-color— defaultnew SettingColor(255, 255, 255, 200
Colour of the box outline.shape-mode— defaultShapeMode.Both
How boxes are drawn: outline only, filled sides only, or both.timeout-ticks— default100
Forget a break if no update arrives for this many ticks (in case the finish/cancel packet is missed).
Base/stash chunk finder with selectable detection methods (geology, entities, growth, velocity).
Modes — All, Fast, Thorough, Custom
General
ignore-near-me— default2
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-delay— default0.0
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.sensitivity— default3
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-size— default1
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-thresholds— defaultfalse
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.methods— defaultMethodPreset.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-rate— default4
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-geology— defaulttrue, hidden until enabled
Isolated mineral lines + deepslate anomalies (mined bases/tunnels).method-entities— defaulttrue, hidden until enabled
Kept pets / farm mobs above Y16 (villager, iron golem, fox, cat).method-growth— defaulttrue, hidden until enabled
Farm-scale kelp/vine columns.method-velocity— defaultfalse, hidden until enabled
Flag chunks that emit nonzero entity-velocity packets.method-storage— defaulttrue, hidden until enabled
Flag chunks packed with containers (stash / storage room).storage-threshold— default5, hidden until enabled
Containers in a chunk to flag it.method-skylight— defaultfalse, 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-columns— default20, hidden until enabled
Roofed columns in a chunk to flag it.flat-clusters— defaultfalse
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-blocks— default20, 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-color— defaultnew SettingColor(60, 130, 255, 90, hidden until enabled
Colour used for those patches.method-unnatural— defaulttrue, 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-y— default50, hidden until enabled
Only count those blocks below this height, where none of them belong.method-redstone— defaulttrue, 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-score— defaultfalse
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-score— default30, hidden until enabled
Total weighted score to flag a chunk.min-column-height— default25, hidden until enabled
Kelp/vine column height that counts as a farm .entity-range— default256
Max distance to react to a suspicious entity/velocity.
Geology
line-length— default10, hidden until enabled
Min vertical run to count as a line.isolation-radius— default8, hidden until enabled
A line is only counted if no same block sits within this radius (natural rock is clustered).detect-normal-deepslate— defaulttrue, 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-threshold— default2, 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-deepslate— defaulttrue, 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-deepslate— defaulttrue, 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-y— default16, hidden until enabled
Normal deepslate at/above this Y is suspicious (it's naturally below 0).ignore-exposed— defaulttrue, hidden until enabled
Ignore blocks touching air/fluid (natural exposure).trial-chamber-skip— default40, hidden until enabled
Skip a chunk with at least this many trial-chamber blocks.
Render
range— default8
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-holey— defaultfalse
Don't highlight a flagged chunk if it has an exposed vertical hole (cuts natural cave false positives).require-min-evidence— defaultfalse
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-ticks— defaultfalse
Also flag chunks that stay loaded near you for a long time (persistent = base).loaded-ticks-required— default600, hidden until enabled
Ticks a chunk must stay loaded to flag.render-y— default64
Y level to draw the chunk box.tracers— defaultfalse
Draw a line from you to each flagged chunk so you can see the direction at a glance.chat— defaulttrue
Print a message in chat when a new suspicious chunk is found.shape-mode— defaultShapeMode.Both
How the boxes are drawn: outline only, filled sides only, or both.fill-color— defaultnew SettingColor(0, 255, 255, 90
The colour of the filled/shaded part of the box.line-color— defaultnew SettingColor(0, 255, 255, 255
The colour of the box outline.highlight-blocks— defaultfalse
Instead of only a chunk box, colour each individual anomaly block (deepslate/cobbled/rotated) inside a flagged chunk.highlight-color— defaultnew SettingColor(255, 255, 0, 160, hidden until enabled
The colour used when highlighting the individual suspicious blocks inside a chunk.
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
rate— default10
Ticks between each round of requests. Faster keeps more chunks alive but sends more packets; slower is quieter.only-when-still— defaultfalse
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-chunks— defaultfalse
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-every— default60, hidden until enabled
Rounds between each re-request. Every reload costs a burst of traffic, so keep this comfortably above the rate.request-distance— default2, 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-refresh— defaultfalse
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-every— default40, hidden until enabled
Rounds between each rebuild. Rebuilding is not free, so keep this well above the rate.
Risky Methods
enable-risky— defaultfalse
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)— defaultfalse, 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)— defaultfalse, 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)— defaultfalse, 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)— defaultfalse, 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)— defaultfalse, 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-y— default320, hidden until enabled
The height to claim. It needs to clear the terrain around you to be worth anything.
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
sensitivity— default3
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-thresholds— defaultfalse
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-level— default0
Only count block activity below this Y.ignore-self— defaulttrue
Ignore block changes you cause yourself, so your own mining doesn't flag the chunk you're standing in.self-radius— default6, hidden until enabled
Block changes closer than this to you count as yours and are ignored.scan-zone-size— default1
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-updates— default3, hidden until enabled
Block updates in a chunk (below the Y level) before it's highlighted.dropped-items— defaulttrue
A newly-appeared dropped item/block below the Y level flags the chunk instantly, ignoring the minimum.ignore-after-load— default3
Ignore a chunk's block updates for this long after it loads — skips the anti-xray reveal burst.updates-per-second-cap— default200
Max block updates counted per chunk per second — high so real farms count fully; only absurd bursts get capped.forget-when-close— default48
Clear a chunk's highlight once you're this close (it's rendered now).farm-guard— defaulttrue
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-cap— default400, hidden until enabled
Updates from one zone in a single tick before it's treated as a farm and skipped.popup— defaultfalse
Show a popup on screen. Off by default — the chat line is usually enough and popups get intrusive when several chunks trip at once.chat— defaulttrue
Print a message in chat.sound— defaulttrue
Play a sound alert.
Amethyst
amethyst-highlight— defaultfalse
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-budding— defaulttrue, 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-blocks— defaultfalse, hidden until enabled
Include plain amethyst blocks too. Geodes are full of them, so this gets noisy.amethyst-range— default48, hidden until enabled
How far out to look for amethyst, in blocks.amethyst-scan-ticks— default40, hidden until enabled
Ticks between amethyst sweeps.budding-color— defaultnew SettingColor(255, 90, 220, 220, hidden until enabled
Colour for budding amethyst.small-color— defaultnew SettingColor(120, 80, 200, 200, hidden until enabled
Colour for a small bud — just started.medium-color— defaultnew SettingColor(160, 90, 230, 210, hidden until enabled
Colour for a medium bud.large-color— defaultnew SettingColor(200, 110, 245, 220, hidden until enabled
Colour for a large bud — nearly grown.grown-color— defaultnew SettingColor(240, 150, 255, 235, hidden until enabled
Colour for a fully-grown cluster, the one worth breaking.block-color— defaultnew SettingColor(150, 110, 190, 120, hidden until enabled
Colour for plain amethyst blocks.
Mobs
mob-cluster— defaulttrue
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-mobs— default14, hidden until enabled
How many of one kind must be packed together before it counts.cluster-radius— default12, hidden until enabled
How close together they must be, in blocks.mobs-at-any-height— defaulttrue, 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-ticks— default40, hidden until enabled
Ticks between mob sweeps.
Dropped Items
drop-burst— default15
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-ticks— default20, hidden until enabled
How long that pile has to land in, in ticks.ignore-on-chunk-load— defaulttrue, 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-ticks— default40, hidden until enabled
How long after a chunk arrives to keep ignoring its items.
Lock
base-lock— defaultfalse
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-after— default3, hidden until enabled
How many separate flags a zone needs before it locks.locked-color— defaultnew SettingColor(255, 60, 60, 90, hidden until enabled
Colour used for locked zones.
Raw Positions
raw-positions— defaultfalse
Box every individual block-update position (any Y), fading out over time. Shows distant players building/mining live.raw-below-y-only— defaulttrue, hidden until enabled
Only box raw positions that are below the Y level above. Turn off to see updates at any height.fade-ticks— default100, hidden until enabled
How long each position stays visible, in ticks.update-box-color— defaultnew SettingColor(0, 255, 255, 200, hidden until enabled
Colour of the raw update boxes.
Mining Alerts
mining-alerts— defaultfalse
Warn in chat when someone else is breaking blocks fast nearby.breaks-per-window— default6, hidden until enabled
How many blocks must break inside the window to warn.mining-window-ticks— default40, hidden until enabled
Length of the counting window, in ticks.min-distance— default6, hidden until enabled
Ignore breaks closer than this to you (your own mining).mining-below-y-only— defaulttrue, 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-shape— defaultfalse, 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-length— default8, hidden until enabled
How long the run must be to count as a tunnel.
Render
render-distance— default256
How far away (in blocks) things are still drawn.line-color— defaultnew SettingColor(255, 60, 60, 220
Colour of the box outline.fill-color— defaultnew SettingColor(255, 60, 60, 45
Colour of the filled part of the box.
Collects every find from every detection module into one list with coordinates, sorted by distance or by when it happened.
General
sort— defaultSort.Distance
Closest first when you are deciding where to walk, newest first when you are watching things happen.rows— default10
How many finds to list at once.keep-for— default30
Drop a find from the list after this many minutes. Set it high if you want a record of a whole session.max-distance— default0
Ignore finds further away than this, in blocks. 0 keeps everything however far it was.
Panel
panel— defaulttrue
Show the list on screen.x— default6, hidden until enabled
Distance from the left of the screen.y— default200, hidden until enabled
Distance from the top of the screen.show-source— defaulttrue, hidden until enabled
Put the module that found it in front of each row.show-age— defaulttrue, hidden until enabled
Show how long ago each find happened.background— defaultnew SettingColor(0, 0, 0, 140, hidden until enabled
Colour behind the list.text-color— defaultnew SettingColor(190, 235, 255, 255, hidden until enabled
Colour of the rows.
In World
markers— defaultfalse
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.beams— defaultfalse, hidden until enabled
Shoot a beam up from each one so you can see them over terrain.marker-color— defaultnew SettingColor(120, 220, 255, 90, hidden until enabled
Colour of those markers.
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-delay— default0.0
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.mode— defaultMode.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-range— default8
How far out to keep showing geodes, in chunks.scan-rate— default4
How many newly loaded chunks to check each tick. Lower this if the game stutters while flying.chat— defaultfalse
Print a message the first time each geode is found.
Crystals
budding— defaulttrue
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-blocks— defaultfalse
Show plain amethyst blocks too. Geodes are full of them, so this gets noisy.budding-color— defaultnew SettingColor(255, 90, 220, 220, hidden until enabled
Colour for budding amethyst.small-color— defaultnew SettingColor(120, 80, 200, 200
Colour for a small bud — just started growing.medium-color— defaultnew SettingColor(160, 90, 230, 210
Colour for a medium bud.large-color— defaultnew SettingColor(200, 110, 245, 220
Colour for a large bud — nearly grown.grown-color— defaultnew SettingColor(240, 150, 255, 235
Colour for a fully-grown cluster, the one worth breaking.block-color— defaultnew SettingColor(150, 110, 190, 120, hidden until enabled
Colour for plain amethyst blocks.clean-clusters— defaultfalse
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-color— defaultnew SettingColor(80, 255, 180, 230, hidden until enabled
Colour for those untouched clusters.stripped-geodes— defaultfalse
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-color— defaultnew SettingColor(180, 0, 0, 200, hidden until enabled
Colour for a geode that has been stripped of its budding blocks.anti-growth-esp-bypass— defaulttrue
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-update— defaulttrue
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-for— default120, 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
dripstone— defaultfalse
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-overgrown— defaulttrue, 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-length— default5, 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-color— defaultnew SettingColor(200, 160, 120, 200, hidden until enabled
Colour used for dripstone.
Geode
pillar— defaultfalse
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-color— defaultnew SettingColor(180, 100, 255, 90, hidden until enabled
Colour of that beam.toast— defaultfalse
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-geodes— defaulttrue
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-threshold— default12, hidden until enabled
How many connected amethyst blocks make a geode worth reporting.scan-min-y— default-58
Lowest height to scan for amethyst.scan-max-y— default30
Highest height to scan for amethyst.min-amethyst— default12
How much amethyst a chunk needs before it counts as a geode at all.only-suspicious— defaulttrue
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-percent— default25, 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-only— defaultfalse
Ignore geodes near the surface. Those get found by accident; a deep one somebody has been working is the interesting case.below-y— default20, hidden until enabled
What counts as underground.tracers— defaultfalse
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-color— defaultnew SettingColor(180, 100, 255, 160, hidden until enabled
Colour of those lines.geode-color— defaultnew 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-threshold— default3
Score needed to confirm a chunk.
General
chat— defaulttrue
Print a message in chat.color— defaultnew SettingColor(255, 40, 40, 120
Highlight colour.
Vanished Staff
containers-opening— defaulttrue
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-sounds— defaulttrue
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-radius— default24
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-entities— defaultfalse
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-gap— default40, 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-open— defaulttrue
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-vanished— defaulttrue
Say in chat when one of these trips.
Finds shafts someone dug and then plugged behind them, and marks the exact block that caps each one.
General
chunk-delay— default0.0
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.sensitivity— default5
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-range— default16
How far out to keep showing holes, in chunks.scan-rate— default4
How many newly loaded chunks to check each tick. Lower this if the game stutters while flying.max-width— default3
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-y— default50
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-fills— defaulttrue
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.stairs— defaulttrue
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.chat— defaultfalse
Print a message the first time each chunk's holes are found.
Sealed Pockets
sealed-pockets— defaultfalse
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-height— default2, hidden until enabled
Tallest pocket to count, in blocks. One or two is the giveaway — anything taller is usually just a cave.pocket-min-y— default-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-color— defaultnew SettingColor(255, 220, 0, 220, hidden until enabled
Colour used for sealed pockets.
Render
fill-color— defaultnew SettingColor(40, 90, 255, 90
Colour of the filled faces on each capping block.line-color— defaultnew SettingColor(60, 120, 255, 230
Colour of the outline on each capping block.shape-mode— defaultShapeMode.Both
Outline only, filled sides only, or both.tracers— defaultfalse
Draw a line from you to each hole.
Finds hoppers and reads the signal strength around them, which gives away sorting systems and hidden storage.
General
scan-radius— default6
Chunk scan radius.max-y— default0
Maximum Y level to scan.min-hoppers— default1
Minimum hoppers to flag a chunk.chunks-per-tick— default3
Chunks scanned per tick.under-deepslate— defaultfalse
Only count hoppers with deepslate above.min-deepslate— default2, hidden until enabled
Minimum deepslate blocks above.signal-detect— defaultfalse
Also watch hopper comparator signals and flag ones that CHANGE (active item flow = a running farm).signal-delta— default1, hidden until enabled
How much a hopper's signal must change to flag it.
Render
chunk-y-level— default55.0
Y level for chunk mark.color— defaultnew SettingColor(255, 140, 0, 120
Highlight colour.
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-type— defaultLightMode.Block
Block = placed light sources (torches/lava). Sky = daylight exposure. Total = the higher of the two.min-light— default1
Only highlight blocks at/above this light level (0 shows everything with any light).light-sources— defaultfalse
Also box blocks that EMIT light (torches, lava, glowstone) for base finding.floor-only— defaulttrue
Only highlight lit air on top of a solid block (lit floors) — much cleaner than filling the whole volume.horizontal-radius— default24
How far out sideways to scan (blocks).vertical-radius— default8
How far up/down to scan (blocks).scan-ticks— default20
Ticks between rescans.
Render
fill-alpha— default70
Highlight transparency.shape-mode— defaultShapeMode.Both
How boxes are drawn: outline only, filled sides only, or both.
Spawn Overlay
spawn-overlay— defaultfalse
Draw a cross on every block a mob could spawn on. Red = spawns any time (no sky light), yellow = only at night.spawn-radius— default12, hidden until enabled
How far around you to check for spawn spots.spawn-max-light— default0, 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-boxes— defaultfalse, hidden until enabled
Draw a flat box on each spawnable block instead of a cross (easier to see when spawn-proofing).always-color— defaultnew SettingColor(255, 50, 50, 200, hidden until enabled
Colour for spots that spawn mobs any time of day.night-color— defaultnew SettingColor(255, 220, 60, 200, hidden until enabled
Colour for spots that only spawn mobs at night.
Dark Chunks
dark-chunks— defaultfalse
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-y— default0, hidden until enabled
Only look at blocks below this Y for hidden light.dark-sensitivity— default1, hidden until enabled
How faint a light counts. 1 = catch everything, higher = only brighter sources.dark-color— defaultnew SettingColor(255, 160, 0, 200, hidden until enabled
Colour used for flagged dark chunks.
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-chunks— default16
Loaded chunks in a region to flag it.
Render
box-y— default64
The Y height to draw the box/marker at.render-distance— default2048
How far away (in blocks) things are still drawn.line-color— defaultnew SettingColor(0, 255, 0, 200
Colour of the box outline.
Marks where other players log out.
General
chat— defaulttrue
Print a chat message on a new find.color— defaultnew SettingColor(255, 0, 255, 90
Highlight colour.
Detects nearby ocean monuments by spotting guardian entities (their only habitat).
General
scan-radius— default128
How far out to scan, in chunks.color— defaultnew SettingColor(0, 180, 255, 200
Highlight colour.
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-version— defaultOreVersion.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-registry— defaultfalse, 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-seed— defaulttrue
Use the current singleplayer world's seed automatically. Off = type a seed (for servers).seed— default"", hidden until enabled
World seed (numbers or text). Used when auto-seed is off.chunk-range— default5
Range of chunks to render around you.air-check-mode— defaultAirCheck.RECHECK
Checks for air at simulated ore positions to drop exposed ones.recheck-interval— default200, 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.baritone— defaultfalse
Expose the simulated ore positions as Baritone mining goals so #mine / Baritone can path to them. Requires Baritone (built into Meteor).glow— default0
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-ore— defaulttrue
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-mode— defaultShapeMode.Lines
Draw outlines, filled sides, or both.fill-opacity— default40, hidden until enabled
Fill opacity used when color-by-ore is on (and shape-mode includes sides).fill-color— defaultnew SettingColor(255, 255, 255, 40, hidden until enabled
Box fill color (used when color-by-ore is off).line-color— defaultnew SettingColor(255, 255, 255, 200, hidden until enabled
Box outline color (used when color-by-ore is off).
X-ray that highlights ores through terrain, kept smooth so it doesn't stutter as you move.
No settings.
Highlights particles spawning underground while you're above ground (someone is down there).
Modes — Custom, ByParticleType
General
particles-below-y— default0
Only care about particles that spawn at or below this Y. Default 0 = underground only.only-above-y— default3
Only run while YOU are above this Y, so your own underground particles don't trigger it. Default 3.lifetime— default200
How many ticks a spotted particle stays highlighted before fading out.max-tracked— default400
Safety cap on how many particle spots are kept at once.
Filters
merge-close— defaulttrue
Group particles that spawn near each other into one box instead of many overlapping ones.merge-radius— default2.0, hidden until enabled
How close (in blocks) two particles must be to count as the same spot.min-particles— default3
How many particles must pile up at a spot before it's shown. 1 = show every single one.ignore-near-me— defaulttrue
Ignore particles right next to you (your own blocks/effects).ignore-radius— default8.0, hidden until enabled
How close counts as 'near me' (blocks).max-distance— default256.0
Don't track particles further away than this (blocks).
Render
box— defaulttrue
Draw a box on each particle spot.block-shape— defaulttrue, 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-size— default0.6, hidden until enabled
How big each box is, in blocks. Only used when block-shape is off.grow-with-count— defaulttrue, hidden until enabled
Make the box bigger the more particles pile up at that spot. Only used when block-shape is off.shape-mode— defaultShapeMode.Both, hidden until enabled
Outline only, filled sides only, or both.tracers— defaultfalse
Draw a line from you to each particle spot.fade-out— defaulttrue
Fade the highlight as the spot gets older.color-mode— defaultColorMode.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).color— defaultnew SettingColor(0, 255, 200, 220, hidden until enabled
The colour used when colour-mode is Custom.real-color-blend— default60, 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-alpha— default50
How see-through the filled part of the box is.
Notifications
chat— defaultfalse
Print a chat message when a new particle spot is found.notify-cooldown— default60, hidden until enabled
Seconds before the same area can notify again (stops chat spam).sound— defaultfalse
Play a ping on a new particle spot.
Popup / sound / chat when another player renders near you.
General
alert-cooldown— default30
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-only— defaulttrue
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.range— default128
Alert when a player is within this many blocks.popup— defaulttrue
Show an on-screen title popup.chat— defaulttrue
Send a chat message.volume— default1.0
How loud the alert sound is (0.1 = quiet, 1.0 = full).highlight-chunks— defaultfalse
Box the chunk each nearby player is standing in.fill-chunk— defaulttrue, hidden until enabled
Fill the player's chunk box instead of just outlining it.chunk-color— defaultnew SettingColor(255, 60, 60, 180, hidden until enabled
Colour of the player's chunk box.sound— defaulttrue
Play an alert sound.
Highlights valuable items on the ground or in item frames, and can beam them so you spot them from far off.
General
find-dropped— defaulttrue
Highlight rare items lying on the ground.find-placed— defaulttrue
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-range— default64, hidden until enabled
How far out to look for placed rare blocks, in blocks.placed-color— defaultnew SettingColor(255, 160, 0, 255, hidden until enabled
Colour used for placed rare blocks.find-framed— defaulttrue
Highlight rare items displayed in item frames — people put their best gear on show.scan-ticks— default20
Ticks between sweeps for dropped and framed items.
Alerts
chat— defaulttrue
Log each new rare item in chat.popup— defaultfalse
Throw a title on screen when one turns up.sound— defaultfalse
Play a sound when one turns up.volume— default2.0, hidden until enabled
How loud that sound is.
Render
beacon— defaultfalse
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-color— defaultnew SettingColor(255, 215, 0, 180, hidden until enabled
Colour of those beams.item-color— defaultnew SettingColor(0, 255, 170, 255, hidden until enabled
Colour used for items on the ground.frame-color— defaultnew SettingColor(200, 90, 255, 255, hidden until enabled
Colour used for items in frames.shape-mode— defaultShapeMode.Both
Outline only, filled sides only, or both.tracers— defaultfalse
Draw a line from you to each find.
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
x— default12
Distance from the left of the screen.y— default148
Distance from the top of the screen.cell-size— default10
How big each region square is, in pixels.cell-gap— default1
Gap between squares, in pixels.
Show
region-numbers— defaulttrue
Print each region's number inside its square.legend— defaulttrue
Show the colour key listing each datacentre.player-marker— defaulttrue
Mark where you are on the grid.current-region— defaulttrue
Write the region you're standing in, and its datacentre, under the map.highlight-current— defaulttrue
Outline the square you're currently in.
Colors
transparency— default210
How solid the region squares are.background— defaultnew SettingColor(0, 0, 0, 150
Colour behind the map.player-color— defaultnew SettingColor(255, 255, 255, 255, hidden until enabled
Colour of your marker.text-color— defaultnew SettingColor(255, 255, 255, 255
Colour of the numbers and labels.
Teleports around with /rtp hunting for rare loot, marks anything it finds with a beacon, and stops itself once it does.
Command
rtp-command— default"rtp"
The command to send, without the slash. Usually just rtp.min-wait-seconds— default20
Shortest gap between attempts. The real gap is picked at random between this and the maximum, so the timing never looks mechanical.max-wait-seconds— default45
Longest gap between attempts.load-timeout-seconds— default20
Give up waiting for chunks to finish loading after this long and search anyway.
What To Look For
check-dropped— defaulttrue
Count rare items lying on the ground.check-placed— defaulttrue
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-frames— defaulttrue
Look inside item frames too — people display their best gear.storage-cluster— defaultfalse
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-storage— default12, hidden until enabled
How many containers must be nearby to count as a stash.frames-and-stands— defaultfalse
Also stop on clusters of the little things players leave behind — item frames, armour stands and similar.min-frames-stands— default6, hidden until enabled
How many of those must be nearby to count.search-radius— default96
How far around you to search after each teleport, in blocks.
After A Find
set-home— defaultfalse
Save a home at the spot so you can come back. Off by default because it overwrites whichever home slot you pick.home-number— default1, hidden until enabled
Which home slot to overwrite. It runs delhome on this slot first, then sethome.log-out— defaultfalse
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-lag— defaulttrue
When the region you land in is lagging, add extra time before the next teleport rather than hammering a struggling server.extra-wait-seconds— default15, hidden until enabled
How much time to add when that happens.low-tps-below— default15.0, hidden until enabled
What counts as lagging.
Alerts
popup— defaulttrue
Throw a title across the screen on a find.sound— defaulttrue
Play a loud alert on a find, so you hear it from across the room.volume— default5.0, hidden until enabled
How loud that alert is.chat— defaulttrue
Log what happened in chat: each teleport, each wait, and the find itself.beacon— defaulttrue
Shoot a beam up from the find so you can walk back to it.beacon-color— defaultnew SettingColor(255, 215, 0, 200, hidden until enabled
Colour of that beam.
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-still— defaultfalse
Stop recording while you are standing still, so sitting in one spot does not keep marking the same ground as freshly searched.forget-after— default0
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-direction— defaulttrue
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-ahead— default24, 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-arrow— defaulttrue, hidden until enabled
Draw a marker on the ground pointing the way it suggests.
Overlay
overlay— defaulttrue
Draw the searched area as a small map on screen.map-radius— default24, hidden until enabled
How many chunks either side of you the map covers.cell-size— default3, hidden until enabled
How many pixels wide each chunk is on the map.x— default6, hidden until enabled
Distance from the left of the screen.y— default420, hidden until enabled
Distance from the top of the screen.stats— defaulttrue, hidden until enabled
Write how much ground you have covered under the map.covered-color— defaultnew SettingColor(60, 200, 120, 150, hidden until enabled
Colour for ground you have already been over.gap-color— defaultnew SettingColor(40, 40, 40, 120, hidden until enabled
Colour for ground you have not.player-color— defaultnew SettingColor(255, 255, 255, 255, hidden until enabled
Colour of your marker on the map.
In World
frontier— defaultfalse
Outline the edge where searched ground meets unsearched ground, so you can fly along it and sweep cleanly instead of zig-zagging.frontier-y— default120, hidden until enabled
Height to draw that edge at.frontier-color— defaultnew SettingColor(255, 200, 40, 140, hidden until enabled
Colour of the edge.
Hunts for the redstone and wiring signatures that give away hidden bases and farms.
General
threshold— default8
Redstone components per chunk to flag.hopper-esp— defaultfalse
Also box individual hoppers/droppers/dispensers (merged from HopperESP).light-anomalies— defaulttrue
Also add score for light-emitting blocks below Y0 (hidden underground lighting = base).
Render
box-y— default70
The Y height to draw the box/marker at.render-distance— default512
How far away (in blocks) things are still drawn.line-color— defaultnew SettingColor(255, 0, 0, 230
Colour of the box outline.
Connected Scan
connected-scan— defaultfalse
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-radius— default6, hidden until enabled
Chunk radius for the live connected-scan.conn-max-y— default0, hidden until enabled
Only scan blocks at or below this Y.conn-min-connected— default2, hidden until enabled
Connected blocks a chunk needs to flag.conn-rails— defaulttrue, hidden until enabled
Count rails.conn-redstone— defaulttrue, hidden until enabled
Count redstone components (wire/repeaters/pistons…).conn-hoppers— defaulttrue, hidden until enabled
Count hoppers.connected-scan-color— defaultnew SettingColor(0, 200, 255, 200, hidden until enabled
Colour for connected-scan chunks.
Boxes chunks with unusually dense live hostile-mob counts.
General
min-spawns— default3
Minimum hostile mobs in a chunk at once to flag it.rescan-ticks— default40
Ticks between full rescans.color— defaultnew SettingColor(255, 0, 0, 90
Highlight colour.
Highlights mob and trial spawners through terrain, at any height.
General
mob-spawners— defaulttrue
Classic mob spawners (dungeons, XP farms).trial-spawners— defaulttrue
1.21 trial spawners (trial chambers).below-y-only— defaultfalse
Only report spawners under the height below. Handy when you're hunting stashes and don't care about surface dungeons.below-y— default0, hidden until enabled
The height that cut-off uses.chat— defaulttrue
Print each new spawner to chat.
Render
sound— defaultfalse
Play a ping when a new spawner is found.render-distance— default256
How far away (in blocks) things are still drawn.beam— defaultfalse
Draw a tall vertical beam above each spawner.nametags— defaultfalse
Distance label over each spawner.chunk-outline— defaultfalse
Outline the chunk each spawner is in.tracers— defaulttrue
Draw a line from you to each highlighted thing.shape-mode— defaultShapeMode.Both
How boxes are drawn: outline only, filled sides only, or both.fill-color— defaultnew SettingColor(255, 130, 0, 45
Colour of the filled part of the box.line-color— defaultnew SettingColor(255, 130, 0, 255
Colour of the box outline.tracer-color— defaultnew SettingColor(255, 130, 0, 160, hidden until enabled
Colour of the tracer lines.
Alerts (popup/chat/sound) when likely staff go online or offline.
General
spectator— defaulttrue
Flag tab-list players in spectator mode (common for staff watching you).creative— defaulttrue
Flag tab-list players in creative mode.detect-roles— defaulttrue
Flag anyone whose tab-list name shows a staff tag like (Admin)/(Mod)/[Staff]/(Dev).detect-prefixes— defaulttrue
Turn prefix/name detection on or off. Uses the blacklist and whitelist below.flag-odd-names— defaultfalse, 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-alert— defaulttrue
Alert when a flagged player comes online / appears.offline-alert— defaulttrue
Alert when a flagged player goes offline / leaves.popup— defaultfalse
Show a title/subtitle popup on screen. Off by default — chat is less intrusive when several staff log on at once.chat— defaulttrue
Print the alert in chat.sound— defaultfalse
Play a sound on alert.
Panel
panel— defaulttrue
Show a small on-screen list of the flagged staff who are currently online.panel-x— default4, hidden until enabled
Panel position from the left of the screen.panel-y— default80, hidden until enabled
Panel position from the top of the screen.panel-text-color— defaultnew SettingColor(255, 80, 80, 255, hidden until enabled
Colour of the names in the panel.
Works out where the stronghold is from two ender eye throws and marks the spot.
General
auto-detect-throws— defaulttrue
Pick up eye throws automatically as you make them. Turn off to only record throws with the bind.min-separation— default200
How far apart two throws must be (in blocks) before a guess is trusted. Throws made too close together give wildly inaccurate results.chat— defaulttrue
Print the estimated coordinates in chat.
Render
render— defaulttrue
Draw a marker at the estimated stronghold.marker-y— default64, hidden until enabled
Height to draw the marker at.color— defaultnew SettingColor(0, 255, 200, 220, hidden until enabled
Colour of the marker.tracer— defaulttrue, hidden until enabled
Draw a line from you to the estimate.
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-delay— default0.0
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-size— default1
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-thresholds— defaultfalse
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-preset— defaultTypePreset.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-rate— default4
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.kelp— defaulttrue, hidden until enabled
Flag chunks with lots of kelp — usually an underwater kelp farm.kelp-at-full-height— defaulttrue, 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-y— default62, hidden until enabled
Y a kelp column's top must reach to count as grown-to-max (ocean surface is 62).natural-tolerance— default2
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).vines— defaulttrue, hidden until enabled
Flag chunks with long vine growth — often a hidden vine/XP farm.cocoa— defaulttrue, hidden until enabled
Flag chunks with many cocoa pods — a cocoa bean farm.cave-vines— defaulttrue, hidden until enabled
Flag chunks with lots of glow-berry cave vines — a cave-vine farm.amethyst— defaulttrue, hidden until enabled
Flag chunks with lots of amethyst — someone farming a geode.rotated-deepslate— defaulttrue, hidden until enabled
Deepslate placed on a horizontal axis — natural deepslate is always vertical, so this means someone placed it.bamboo— defaulttrue, hidden until enabled
Flag chunks with tall/dense bamboo — a bamboo farm.bee-nest— defaulttrue, hidden until enabled
Flag chunks with several bee nests/hives grouped together — a bee/honey farm.dripstone— defaulttrue, hidden until enabled
Pointed dripstone / dripstone blocks — dripstone farms.sculk— defaulttrue, hidden until enabled
Sculk sensors/catalysts/shriekers — deep-dark harvesting or XP setups.sugar-cane— defaulttrue, hidden until enabled
Flag chunks with lots of sugar cane — a sugar-cane farm.containers— defaulttrue, hidden until enabled
Chests/barrels/shulkers/furnaces packed into a chunk (storage density).obsidian— defaultfalse, hidden until enabled
Obsidian (bases/anchors/portals).moss— defaulttrue, hidden until enabled
Moss blocks/carpet (lush-cave harvest / bonemeal farms).azalea— defaulttrue, hidden until enabled
Azalea / flowering azalea (lush caves above ground = base garden).glow-lichen— defaultfalse, hidden until enabled
Flag chunks with lots of glow lichen — harvested lush caves / a base garden.spore-blossom— defaulttrue, hidden until enabled
Flag chunks with spore blossoms — a decorated lush-cave base above ground.big-dripleaf— defaulttrue, hidden until enabled
Flag chunks with big dripleaf plants — a lush-cave farm/base.glow-ink— defaulttrue, hidden until enabled
Dropped glow ink sacs piling up (glow squid farm).egg— defaulttrue, hidden until enabled
Dropped eggs (chicken farm) - uses half the sensitivity (stronger signal).turtle-scute— defaulttrue, hidden until enabled
Dropped turtle scutes (turtle farm).armadillo-scute— defaulttrue, hidden until enabled
Dropped armadillo scutes (armadillo farm).cactus— defaulttrue, 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-berries— defaulttrue, hidden until enabled
Flag chunks where sweet-berry bushes have overgrown from long player presence.sensitivity— default6
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-holes— defaultfalse
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.range— default8
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.chat— defaultfalse
Print a chat message when a new chunk is flagged.
Player Traces
active-chunk— defaultfalse
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-threshold— default3, hidden until enabled
A chunk arriving within this many milliseconds of the one before counts as instant.instant-run— default20, hidden until enabled
How many instant arrivals in a row before the chunk is flagged.trace-color— defaultnew SettingColor(90, 0, 160, 90, hidden until enabled
Colour used for chunks flagged this way.
Indirect (packet-based)
long-loaded-chunks— defaultfalse
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-scoring— defaultfalse
Their ChunkScanner weighted scoring, added on top: vine-length + amethyst-cluster-size + full beehives combined into one score.weighted-min-score— default6, hidden until enabled
Combined scanner score to flag a chunk.inhabited-minutes— default180, hidden until enabled
Minimum inhabited minutes to flag a chunk (180 = three hours).min-column-height— default25, 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-height— default100, hidden until enabled
A column this long is 'extreme' overgrowth — the chunk is drawn in the extreme colour instead.overgrowth-score— defaulttrue
Also flag on a weighted overgrowth score (vines x0.5 + dripstone x0.75), not just column length or per-type counts.base-lock— defaulttrue
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-after— default3, hidden until enabled
Times a chunk must be flagged before it locks as a base.amethyst-from-packets— defaultfalse
Also catch amethyst from live block-update packets, which reveals it even in chunks you never fully scan.amethyst-packet-threshold— default4, hidden until enabled
How many amethyst block-updates in a chunk before it flags.score-unseen-chunks— defaultfalse
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-score— default2, hidden until enabled
Points added per entity-spawn packet.sound-score— default1, hidden until enabled
Points added per sound packet.score-decay-ticks— default200, hidden until enabled
How often scores drop by 1 (0 = never).only-unseen-chunks— defaulttrue, 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-beam— defaulttrue, hidden until enabled
Draw a vertical beam on chunks flagged this way, so you can spot them from a distance.indirect-floor— defaultfalse, hidden until enabled
Shade the whole chunk footprint on chunks flagged this way.indirect-beam-color— defaultnew SettingColor(255, 130, 0, 180, hidden until enabled
Colour of the beam.indirect-floor-color— defaultnew SettingColor(255, 130, 0, 45, hidden until enabled
Colour of the chunk shading.flag-score— default10, hidden until enabled
Score a chunk needs before it's flagged this way.
Amethyst
amethyst-min-clusters— default8, 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-budding— defaulttrue, hidden until enabled
Count budding amethyst (the block that grows the crystals).amethyst-include-block— defaultfalse, hidden until enabled
Count plain amethyst blocks too (noisier — geodes are full of them).amethyst-grown-only— defaultfalse, hidden until enabled
Only count fully-grown clusters, ignoring the small/medium/large buds.amethyst-require-deep— defaultfalse, hidden until enabled
Only count amethyst below a Y line (surface geodes are natural; deep ones are usually farmed).amethyst-max-y— default0, hidden until enabled
Only count amethyst at or below this Y.whole-geode-scan— defaultfalse
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-threshold— default12, hidden until enabled
How many connected amethyst blocks make a geode worth flagging the chunk for.
Render
box-y— default63
Height to draw the chunk box at. Defaults to sea level so boxes sit where you can actually see them.shape-mode— defaultShapeMode.Both
How the boxes are drawn: outline only, filled sides only, or both.fill-color— defaultnew SettingColor(255, 200, 0, 40
The colour of the filled/shaded part of the box.tracers— defaultfalse
Draw a line from you to each flagged chunk.amethyst-color— defaultnew 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-color— defaultnew SettingColor(255, 40, 40, 200, hidden until enabled
Colour for chunks with extreme overgrowth.locked-color— defaultnew SettingColor(255, 0, 255, 200, hidden until enabled
Colour for chunks locked as confirmed bases.line-color— defaultnew SettingColor(255, 200, 0, 220
The colour of the box outline.
Finds long straight tunnels players have dug, including ones far underground you'd never stumble across.
General
1x1— defaulttrue
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.1x2— defaulttrue
The ordinary walking tunnel, one wide and two high. By far the most common thing you will find.2x2— defaulttrue
Two wide and two high — a main corridor rather than a branch, so it usually leads somewhere worth following.3x3— defaulttrue
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-length— default8
Minimum straight air-corridor length to flag as a tunnel.max-y— default40
Only scan below this Y (surface has too many false positives).
Render
render-distance— default256
How far away (in blocks) things are still drawn.line-color— defaultnew SettingColor(0, 200, 255, 220
Colour of the box outline.
Highlights the chunk of a deep voice-chat transmitter (passive, no audio).
General
channel-namespace— default"voicechat"
Only react to custom payloads in this namespace.max-y— default0
Only highlight chunks of voices below this Y.forget-seconds— default15
Seconds before a silent source is forgotten.fill-color— defaultnew SettingColor(0, 200, 255, 45
Colour of the filled part of the box.line-color— defaultnew SettingColor(0, 200, 255, 220
Colour of the box outline.
Fighting tools. Anything that fabricates movement or timing is marked (risky) and off by default, because those are what an anti-cheat objects to.
Swaps slots on attack to refresh weapon attributes/cooldown.
General
swap-slot— default9
Hotbar slot to bounce through (1-9).
Breaks the block beside a target in a hole to expose them.
General
target-range— default5
How far away a target can be (blocks).timing-jitter— default0
Randomly space out the block-break so it isn't a perfect fixed rhythm (%).break-range— default5
How far away you can break (blocks).
Auto-disconnect at low health or when a player approaches.
General
health— default6
Disconnect at/below this health (0 = off).on-player— defaultfalse
Also disconnect when a player comes within range.player-range— default32, hidden until enabled
How close a player must be to react (blocks).
Auto anchor/bed aura (place, charge, detonate on nearby enemies).
Modes — Anchor, Bed
General
mode— defaultMode.Anchor
Anchor (any dim) or Bed (Nether/End).target-range— default5
How far away a target can be (blocks).place-range— default5
How far away you can place (blocks).step-delay— default2
Ticks between place/charge/detonate.min-damage— default6
Only detonate if it would deal at least this to the target.max-self-damage— default8
Never detonate if it would deal more than this to you.
Bypass
miss-chance— default0
Chance (%) to skip a step this cycle, like a human hesitating. 0 = never (fastest but most robotic).timing-jitter— default0
Randomly vary the step delay by +/- this % so it isn't a perfect fixed rhythm.
Auto-aims your bow at the nearest target while drawing.
General
range— default40
How far out (in blocks) this reaches.aim-noise— default0.0
Add a tiny random wobble (degrees) to the auto-aim so it doesn't lock on with robotic precision.
Bow-spam / auto-exp / d-tap.
General
bow-spam— defaultfalse
Rapidly fire the bow.auto-exp— defaultfalse
Automatically throw XP bottles.d-tap— defaultfalse
Double-tap to trigger.
Anchor / wind-pearl combo macros on a keybind.
Modes — Anchor, WindPearl
General
macro— defaultWhich.Anchor
The command/text the macro runs.
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-range— default8
How far away a target can be (blocks).place-range— default5
How far away you can place (blocks).break-range— default5
How far away you can break (blocks).max-speed— defaulttrue
Place and break as fast as the delays allow.multi-crystal— defaultfalse
Place on several bases around the target each tick.multi-max— default3, hidden until enabled
Most crystals to place at once.walk-through— defaulttrue
Place/break without line of sight.place— defaulttrue
Place crystals automatically.break— defaulttrue
Break crystals automatically.place-delay— default0
Ticks between placements.break-delay— default0, hidden until enabled
Ticks between breaks.max-self-damage— default8
Don't act if it would deal more than this much damage to you.
Helpers
desync-fix— defaulttrue
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-range— default6, hidden until enabled
Range to client-side remove crystals within (blocks).show-placement— defaultfalse
Highlight the single best obsidian/bedrock base to place a crystal on against the nearest target.placement-color— defaultnew SettingColor(0, 255, 120, 200, hidden until enabled
Colour of the best-placement highlight.
Bypass
miss-chance— default0
Chance (%) to skip an attack this tick, like a human misclicking. 0 = never miss (fastest but most robotic).timing-jitter— default0
Randomly vary the delays by +/- this % so they aren't a perfect fixed rhythm.
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-fix— defaulttrue
Client-side remove crystals you attack (faster crystals).remove-range— default6, hidden until enabled
How close a crystal must be for the desync fix to remove it on your client (blocks).show-placement— defaultfalse
Highlight the optimal crystal base around the nearest target.target-range— default8, hidden until enabled
How far away a player can be and still be targeted (blocks).max-self-damage— default8, hidden until enabled
Never suggest a placement that would deal more than this much damage to you.color— defaultnew SettingColor(0, 255, 0, 90, hidden until enabled
Colour of the best-placement highlight.
Draw bows and crossbows much faster than normal.
Modes — Full, Instant, Rapid, Desync
General
mode— defaultMode.Full
Release strategy. Full = server-safe full power; Instant = fastest release where the server allows it; Rapid = max fire rate; Desync = experimental server trick.crossbows— defaulttrue
Affect crossbows.charge-time— default0, 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-delay— default1
Ticks between shots for Rapid/Desync/spam.
Makes you effectively unkillable — negates fall damage, knockback and other harm. How much applies depends on the server.
No settings.
Spawns particles on the entity you attack.
Modes — Crit, Damage, Flame, Heart, Explosion
General
particle— defaultParticle.Crit
Which particle to use.count— default12
How many particles to spawn.
Self web / trap / anvil in one module.
General
web— defaultfalse
Trap attackers in cobwebs.web-double— defaultfalse, hidden until enabled
Also web your upper hitbox.trap— defaultfalse
Obsidian around you.anvil— defaultfalse
Anvil two blocks above you.
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-priority— defaultTarget.Nearest
Which entity to hit when several are in range.attack-delay— default10
Ticks between attacks (lower = faster).miss-chance— default0
Chance (%) to skip an attack this cycle, like a human misclicking. 0 = never miss.timing-jitter— default0
Vary the attack delay by +/- this % so it isn't a perfect fixed rhythm.players-only— defaulttrue
Only target players.
Getting around. Flight, elytra, freecam and movement helpers.
Auto-fly pursuit that holds an offset over the nearest target.
General
target-range— default64
How far away a target can be (blocks).horizontal-speed— default1.5
Horizontal speed (blocks/tick).vertical-speed— default0.8
Vertical speed (blocks/tick).offset-y— default3
Height to hold above the target.avoid-landing— defaulttrue
Don't dive into the ground.
Blink forward along your look. Bind a key and tap it.
General
distance— default6
Maximum distance in blocks.steps— default4
Packets to split the jump into (more = smoother/safer).
Enhanced elytra flight with extra control and boost options.
Modes — Vanilla, Pitch40, Packet, Bounce
General
mode— defaultMode.Vanilla
Which mode to use.horizontal-speed— default1.0, hidden until enabled
Glide speed (Vanilla/Packet).vertical-speed— default0.5, hidden until enabled
Up/down speed on jump/sneak (Vanilla/Packet).fall-multiplier— default0.01, hidden until enabled
How fast you sink when not holding jump (Vanilla/Packet).sprint— defaulttrue
Keep sprinting while flying.
Pitch40
upper-bounds— default120, hidden until enabled
Climb until you reach this Y, then dive.lower-bounds— default70, hidden until enabled
Dive until you reach this Y, then climb.rotation-speed-up— default3, hidden until enabled
How fast it pitches up when climbing.rotation-speed-down— default3, hidden until enabled
How fast it pitches back down when diving.
Extras
auto-take-off— defaultfalse
Start gliding automatically when you hold jump in the air with an elytra.auto-hover— defaultfalse
Hold altitude when you're not pressing anything (Vanilla/Packet).no-crash— defaultfalse
Cut horizontal speed before you fly into a wall.crash-look-ahead— default6, hidden until enabled
Blocks ahead to check for no-crash.auto-firework— defaultfalse
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-speed— default20.0, hidden until enabled
Speed you have to fall under before another rocket goes off, in blocks a second.min-y— default80, hidden until enabled
Do not fire below this height — no point burning rockets while you are still climbing out of a hole.firework-delay— default40, hidden until enabled
Ticks to wait between rockets.boost— defaultfalse
Extra forward burst while holding sprint, no rockets.boost-amount— default1.5, hidden until enabled
How much extra speed each boost adds.
Climb ladders/vines faster.
General
speed— default0.5
How fast (higher = faster).
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.
Smooth free-flying detached camera with pathing / rotate / sneak options.
General
speed— default0.5
Camera fly speed (blocks per tick).vertical-speed— default1.2
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-keys— defaulttrue
Apply the multiplier to jump and sneak, so tapping up or down moves you at the boosted rate.vertical-affects-look— defaultfalse
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-remembers— defaulttrue
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-action— defaultClick.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-mine— defaulttrue, 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.smoothing— default0.05
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-crosshair— defaulttrue
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-sensitivity— default0.15
Mouse sensitivity for steering the camera.scroll-speed— defaulttrue
Scroll the mouse wheel to change fly speed live (like Meteor's freecam).scroll-step— default1.1, hidden until enabled
How much each scroll notch multiplies the speed.keep-inputs— defaulttrue
Lock the attack/use you held on entry so you keep mining/using at your character's view.mine-at-character— defaulttrue
A mouse press in freecam mines/interacts where your CHARACTER looks, not the camera.
Extras
reload-chunks— defaultfalse
Reload all chunks when freecam toggles (fixes render gaps).show-hands— defaulttrue
Stay in first person so your hands/held item render at the camera. Off forces third person so you see your body.rotate— defaultfalse
Rotate your character's body to follow the camera direction.keep-sneaking— defaultfalse
Hold the player sneaking the whole time so it can't walk off an edge.allow-pathing— defaultfalse
Don't lock movement keys, so Baritone / the player can still path while the camera flies free.
High / long / air / auto jump in one module.
General
high-jump— defaultfalse
Jump higher than normal.jump-power— default0.7, hidden until enabled
How high the high-jump goes.long-jump— defaultfalse
Jump further forward.long-power— default1.2, hidden until enabled
How far the long-jump goes.air-jump— defaultfalse
Allow jumping again in mid-air.auto-jump— defaultfalse
Jump automatically whenever possible.
GUI-move / entity-control / slippy / reverse-step in one module.
General
gui-move— defaultfalse
Keep moving while a screen is open.entity-control— defaultfalse
Steer the entity you're riding.slippy— defaultfalse
Make movement slippery like ice.slip-amount— default1.5, hidden until enabled
How slippery movement is.reverse-step— defaultfalse
Step down off edges smoothly instead of falling.
Lets you move freely through blocks. Works where the server doesn't correct your position (own worlds and lenient servers).
Modes — Flying
No settings.
Fall down small ledges instantly.
General
fall-speed— default3.0
Downward speed applied when dropping (blocks/tick).fall-distance— default3.0
Only trigger when ground is within this many blocks below.vehicles— defaultfalse
Also affect vehicles you're riding.
When you hold two opposite movement keys at once, the most recently pressed one wins instead of both cancelling out.
General
left-right— defaulttrue
Apply it to strafing (A / D).forward-back— defaulttrue
Apply it to forward / back (W / S).release-restores— defaulttrue
When you let go of the newer key while still holding the older one, snap straight back to the older direction instead of stopping.
Move faster than normal. How much you can get away with depends on the server's anti-cheat.
Modes — Simple
No settings.
Riptide-launch in any conditions with a trident.
General
power— default2.5
Strength of the effect.
Things that act on your own character — mining, inventory, interaction.
Copies your first sign's text onto every sign after.
General
front— defaulttrue
Write on the front side of the sign.
Auto-tool + auto-mount (and more) in one module.
General
auto-tool— defaulttrue
Swap to the best tool for the block you're mining.auto-mount— defaultfalse
Mount the nearest rideable animal you look at.auto-weapon— defaultfalse
Swap to your best sword/axe when attacking a mob.auto-shear— defaultfalse
Shear nearby wooly sheep (needs shears in hand).auto-breed— defaultfalse
Feed nearby breedable animals with the food you're holding.auto-fish— defaultfalse
Auto-reel and recast when a fish bites.mount-bypass— defaultfalse
Force-mount the animal you look at even if you have a vehicle already / server quirks.auto-smelter— defaultfalse
With a furnace open: auto-collect finished output and top up coal fuel.auto-brewer— defaultfalse
With a brewing stand open: auto-collect finished potions and top up blaze powder fuel.auto-nametag— defaultfalse
Name-tag nearby un-named animals (needs a name tag in hotbar).auto-armor— defaultfalse
Equip the best armor from your inventory into empty armor slots.
Runs a command sequence (delhome -> sethome -> rtp -> home) to force a chunk reload.
General
auto-disable— defaulttrue
Automatically disable the module after the command sequence completes.client-reload— defaultfalse
Also force the client to redraw all chunks locally when the sequence finishes (or immediately, if the command sequence is off).command-sequence— defaulttrue
Run the server command sequence below (delhome -> sethome -> rtp -> home) to force a real chunk reload.chat— defaulttrue
Show progress messages in chat.loop— defaultfalse, hidden until enabled
Continuously loop the command sequence while active.
Commands
command-1— default"delhome 1"
First command.command-2— default"sethome 1"
Second command.command-3— default"rtp"
Third command.command-4— default"home 1"
Fourth command.
Timing
delay-ticks— default15
Base delay between commands (20 ticks = 1s).random-jitter— default5
Random extra ticks added to each delay.loop-cooldown— default40, hidden until enabled
Extra delay before restarting when looping.
Save/goto named coordinate homes; optional auto-walk.
General
name— default"base"
Name for save/goto/remove.walk-to-home— defaultfalse
Hold forward toward the current home until you arrive.
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.
Turns you invisible to other players and mobs. How complete the invisibility is depends on the server.
No settings.
Mines for you — vein mining, fast packet mining, or a wide excavator, all in one module.
General
vein-miner— defaulttrue
Break all connected same-type blocks around the target.packet-mine— defaultfalse
Fire raw start+stop destroy packets (instant on lenient servers).excavator— defaultfalse
Break every block in a radius around the target (nuker-style area).infinity-miner— defaultfalse
Auto-hold mine on whatever block you look at (no need to hold click).radius— default3
Vein/excavator search radius.blocks-per-tick— default16
Max blocks to send per tick (kick safety).
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.
Removes the cooldown between breaking blocks. Mine continuously with no pause.
No settings.
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.
Access your inventory during portal transit loading.
No settings.
Extends attack range with selectable targeting. Rejected by strict server anti-cheats.
Modes — Crosshair, Nearest, LowestHealth, LowestArmor, Random
Modes — None, Client, Silent
General
target-priority— defaultTarget.Crosshair, hidden until enabled
Crosshair = only what you aim at; others auto-select within range.auto-attack— defaultfalse
Automatically attack the selected target within range.hard-cap— defaultfalse
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-delay— default10, hidden until enabled
Ticks between auto-attacks (lower = faster).players-only— defaultfalse
Only target players.
Forces chunks to reload so terrain the server sent but your client never drew shows up.
General
manual— defaultfalse
While this module is on, hold render distance at 'low-distance'. Turn the module off to restore.y-drop— defaultfalse
Snap render distance down to 'low-distance' when you go below 'trigger-y', and restore your original when you come back above it.auto-refresh— defaulttrue
Each time you cross below 'trigger-y', briefly drop then restore render distance to force nearby chunks to reload.krypton-light-finder— defaultfalse
Turn Krypton's light-finder on while active (only works if the Krypton mod is installed).second-line— defaulttrue
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-y— default-45, hidden until enabled
The deeper height. Same rule: it fires on the way down only.catch-teleports— defaulttrue
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-y— default-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-distance— default2
The reduced render distance (in chunks) used by the methods above.refresh-ticks— default20, hidden until enabled
How many ticks auto-refresh stays collapsed before restoring.expand-delay— default0, hidden until enabled
Ticks y-drop waits before restoring after you go back above trigger-y.
Visualiser
visualise— defaultfalse
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-chunks— default8, 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-y— default63, hidden until enabled
Height to draw the shading at. Sea level by default so it sits where you can see it.chunk-grid— defaultfalse, hidden until enabled
Draw the individual chunk squares instead of one solid block of shading.mark-centre— defaulttrue, hidden until enabled
Mark the chunk the coverage is measured from.area-color— defaultnew meteordevelopment.meteorclient.utils.render.color.SettingColor(0, 200, 255, 35, hidden until enabled
Colour of the shaded area.centre-color— defaultnew meteordevelopment.meteorclient.utils.render.color.SettingColor(255, 255, 0, 220, hidden until enabled
Colour of the centre marker.
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
mode— defaultMode.Speed
Speed = a multiplier on the normal swing. Custom = fixed ticks. Auto = time to mine the block you look at.speed— default1.0, hidden until enabled
Their SwingSpeed multiplier: duration = round(vanilla / speed). Higher = faster.auto-idle— defaultAutoIdle.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-ticks— default3, hidden until enabled
Swing duration in ticks (lower = faster). Vanilla is 6.auto-interact— defaulttrue, 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-ticks— default3, hidden until enabled
How fast the swing is when you use an item in Auto mode (lower = faster).auto-cap— default60, hidden until enabled
Clamp auto swings to at most this many ticks (very hard blocks like obsidian).
Speeds up or slows down your game clock, with several styles and fine control.
Modes — Constant, Pulse, Ramp, Direct, Packets, Advance, Smart
General
mode— defaultMode.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-off— default10, hidden until enabled
Pulse: ticks at normal speed each cycle.ramp-ticks— default20, hidden until enabled
Ramp: ticks to ease from normal up to the full multiplier.
Flamethrower / liquid-fill world helpers.
General
flamethrower— defaultfalse
Flint-and-steel the block you look at rapidly.liquid-fill— defaultfalse
Place your held bucket liquid at the crosshair.
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.
Everything else: rendering, chat, HUD, timing and utilities.
Periodic actions to prevent AFK kicks.
General
jump— defaulttrue
Jump periodically.swing— defaultfalse
Swing your hand.sneak— defaultfalse
Sneak/unsneak quickly.strafe— defaultfalse
Alternate left/right steps.spin— defaultfalse
Continuously rotate your view.spin-speed— default10, hidden until enabled
How fast to spin while AFK.delay— default20
Ticks between actions.
Writes the held writable book with your text.
General
page-text— default"shama"
Text to put on the page.pages— default50
How many pages to fill.sign— defaultfalse
Sign the book with a title.title— default"shama", hidden until enabled
Title of the book.
Small client-side tweaks that make other modules look more legitimate to anti-cheats.
General
rotation-smoothing— defaulttrue
How smoothly rotations are applied.max-rotation-step— default35, hidden until enabled
Max degrees the view may snap per tick.rotation-noise (risky)— defaultfalse
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-amount— default1.0, hidden until enabled
How much wobble to add, in degrees (keep it small — 0.5 to 2 feels natural).
Custom FOV and view-bob overrides.
General
custom-fov— defaulttrue
Force a specific FOV while active.fov— default90, hidden until enabled
The field-of-view value to force.no-view-bob— defaultfalse
Disable view bobbing.
Chat spam + proximity message-aura.
General
repeat-message— defaultfalse
Repeat a chat message automatically.spam-message— default"shama on top", hidden until enabled
The message to repeat.spam-delay— default200, hidden until enabled
Ticks between spam messages.message-aura— defaultfalse
Send a message when a player comes near.aura-message— default"caught in 4k", hidden until enabled
The message the aura sends.aura-range— default6, hidden until enabled
How far the message-aura reaches (blocks).
Client-side fakes for screenshots — a pay receipt that never sends, and a sidebar of your own invention.
Fake Pay
fake-pay— defaultfalse
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.command— default"pay", hidden until enabled
The command to catch, without the slash.currency— default"$", hidden until enabled
Symbol to put in front of the amount.block-command— defaulttrue, hidden until enabled
Stop the command from being sent at all. Turning this off sends it for real, which defeats the point.
Fake Sidebar
sidebar— defaultfalse
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.title— default"Stats", hidden until enabled
Heading at the top of the sidebar.x— default1400, hidden until enabled
Distance from the left of the screen.y— default120, hidden until enabled
Distance from the top of the screen.background— defaultnew SettingColor(0, 0, 0, 140, hidden until enabled
Colour behind the sidebar.text-color— defaultnew SettingColor(255, 255, 255, 255, hidden until enabled
Colour of the rows.
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.
Hides chat & history but still lets you type.
No settings.
ESP for hostile mobs with an optional tracer.
Modes — Off, Outline, Fill, Both
Modes — Box, Wireframe
No settings.
Highlights dropped items on the ground.
General
color-by-rarity— defaulttrue
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-color— defaultnew SettingColor(255, 255, 0, 220, hidden until enabled
Colour of the box outline when rarity colouring is off.fill-color— defaultnew SettingColor(255, 255, 0, 40, hidden until enabled
Colour of the box sides when rarity colouring is off.common-color— defaultnew SettingColor(220, 220, 220, 220, hidden until enabled
Colour for ordinary items.uncommon-color— defaultnew SettingColor(255, 255, 85, 220, hidden until enabled
Colour for uncommon items.rare-color— defaultnew SettingColor(255, 105, 180, 220, hidden until enabled
Colour for rare and enchanted items.epic-color— defaultnew SettingColor(180, 80, 255, 220, hidden until enabled
Colour for epic items.fill-alpha— default40, hidden until enabled
How solid the filled sides are when colouring by rarity.tracers— defaultfalse
Draw a line from you to each highlighted thing.shape-mode— defaultShapeMode.Both
How boxes are drawn: outline only, filled sides only, or both.
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-threshold— default15.0
Alert when estimated server TPS drops below this.trigger-seconds— default5
How many seconds TPS must stay low before alerting.re-alert-cooldown— default200
Minimum seconds between repeat alerts.popup— defaulttrue
Show an on-screen title popup.chat— defaulttrue
Send a chat message.sound— defaulttrue
Play an alert sound.server-tps— defaulttrue
Watch how fast the server is ticking. A sustained drop is the clearest sign something nearby is working it hard — usually a farm.your-fps— defaultfalse
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-below— default40, hidden until enabled
Framerate that counts as struggling. Compare it against what you normally get, not a fixed idea of good.worst-frames— defaultfalse
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-below— default50, 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-anywhere— defaulttrue
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-time— default1.0
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-delay— default0.0
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-radius— default3
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-duration— default8
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-lag— defaulttrue
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.smoothing— default0.3
How heavily to average the TPS estimate. Higher is steadier but slower to react; low values react fast but flicker.
Already Loaded
already-loaded— defaultfalse
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-threshold— default3, hidden until enabled
A chunk arriving within this many milliseconds of the one before it counts as already loaded. Lower is stricter.instant-run— default24, 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-region— defaulttrue
While TPS is low, box the 32x32 chunk region you're standing in (the lagging region).box-after-seconds— default10, hidden until enabled
Only draw the region box once TPS has stayed low for this long. Stops the box flashing on brief dips.region-size— default32
Region size in chunks (Folia default here is 32).
Rain + low-durability chat alerts.
General
rain— defaulttrue
Notify when it starts raining.low-durability— defaulttrue
Warn when a tool is nearly broken.durability-threshold— default20, hidden until enabled
Warn once durability drops below this.
Lists the network packets going past in chat — a debug tool for seeing what the server is actually sending.
General
incoming— defaulttrue
Log packets coming from the server.outgoing— defaultfalse
Log packets you send.name-filter— default""
Only log packets whose class name contains this (blank = all).
Raises your measured ping by delaying KeepAlive packets, or delays all packets for fake lag.
General
fake-lag (risky)— defaultfalse
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.delay— default250, 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-percent— default120, hidden until enabled
Highest the delay may drift to, as a percent of the baseline.
Ticks
outgoing-ticks— default5, 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)— defaultfalse
Also hold packets you receive, so the world updates late too. Makes the lag look symmetrical rather than one-sided.inbound-ticks— default5, hidden until enabled
How many ticks to hold incoming packets before applying them.use-ticks— defaulttrue
Use the tick counts above instead of the millisecond delay below.
Coordinate your own alt accounts (host/worker) over a port you control.
Modes — Host, Worker
General
mode— defaultMode.Worker
Which mode to use.host-ip— default"127.0.0.1", hidden until enabled
Worker: host to connect to.port— default25566
Network port to use.
Force a custom client-side time of day.
General
time— default6000
Time of day to force (0 = dawn, 6000 = noon, 18000 = midnight).
A fading trail behind you.
General
length— default80
How many points to keep.color— defaultnew SettingColor(120, 200, 255, 200
Highlight colour.fade— defaulttrue
Fade the tail out.