FastPlace
Removes vanilla's right-click cooldown so you can place blocks (or use items) up to the configured rate, with the actual click ticks randomly distributed across each second so the timing doesn't read as a fixed cadence.
Settings
- Uses/sec
- Target right-clicks per second while holding use. Each second the module rolls one allowed tick inside each of N evenly-sized slots, so the spacing is naturally uneven instead of a clean 20/N cadence.
- Force Place on Condition
- Force a use every tick the conditions below are met.
- Force Place on Condition → Pitch (≥)
- The override only activates when your pitch is at least this value (looking down).
- Force Place on Condition → Only Moving Backwards
- Restricts the override to ticks where you're holding back without forward - i.e. backward-bridging.
- Force Place on Condition → Over Block
- Restricts the override to ticks where your crosshair is on a block, so the override doesn't fire when there's nothing to place against.
- Force Place on Condition → On Ground
- Restricts the override to ticks where you're on the ground, or where simulating one tick ahead lands you on the ground.
- Only Blocks
- Only fast-places while you're holding a placeable block. With this off, the rate applies to any held item.
- Tracked Items
- Custom item list for the held-item gate. Add by display name or numeric id (use 'fist' or '0' for an empty hand). Whitelist (W) lets the listed items count toward the gate even when Only Blocks would reject them; with Only Blocks off, the list itself is treated according to its W/B mode.
FastBreak
Speeds up vanilla block breaking and edits the post-break cooldown so you can chain breaks faster.
Settings
- Only Tools
- Only applies the speed multiplier and delay reduction while you're holding a tool or shears.
- Speed Multiplier
- Multiplier applied to the per-tick mining progress, 1.0 is vanilla speed; higher values mine faster.
- Break Delay
- Ticks to use instead of vanilla's 5-tick (~250ms) cooldown that runs between finishing one break and starting the next. 5 keeps vanilla, 0 removes it entirely.
- Always Decrease Delay
- Keeps shaving the cooldown even when you aren't actively mining, so the timer is already at zero the moment you start a new break instead of starting from full. Irrelvant with Break Delay set to 0.
AutoTool
When your crosshair lands on a tracked block, swaps to the best tool in your hotbar for breaking it. Optionally swaps back when you stop mining.
Settings
- Block Ids
- Numeric block ids the auto-swap responds to. In whitelist mode (W) only listed blocks trigger a swap; in blacklist mode (B) listed blocks are ignored and everything else triggers.
- Bedwars Blocks
- One-click button that fills the Block Ids list with the standard Bedwars block set (wool, end stone, glass, planks, logs, clay, obsidian, packed ice).
- Switch Back
- Restores your previous slot when you stop holding attack (left click) on the tracked block. With this off, you keep the swapped-to tool until you change slot manually.
- Only Sneaking
- Only swaps while you're holding sneak.
- Delay
- Range (in ms) you must stare at the same block before the swap is allowed. Each new target rolls a fresh value inside this window. 0–0 disables the gate.
RightClicker
Automates right-clicking while you hold the button down.
Settings
- Mode
- Picks the click pattern. Custom records and replays a pattern you click out yourself.
- Custom → Start/Stop Recording
- Toggles recording. While recording, every right-click press/release pair gets stored as a hold/gap timing; replay loops through that pattern when the module is on.
- Only Blocks
- Only fires while you're holding a placeable block. With this off, it autoclicks for any held item.
- Tracked Items
- Custom item list paired with Only Blocks. Add by display name or numeric id (use 'fist' or '0' for an empty hand). Whitelist (W) lets listed items count toward the gate; with Only Blocks off, the list itself is treated according to its W/B mode.
Blink
Holds your network packets so your client and the server temporarily disagree about what's happening.
Settings
- Mode
- Outbound holds your client→server packets so the server keeps seeing you frozen at your blink position. Inbound holds server→client packets so your client ignores knockback, teleports, etc. Both holds in both directions.
- Max Hold Time
- Maximum time (in ms) packets can stay held before something is forced. ∞ means hold forever. When set lower values, the On Expire setting decides what happens when the timer runs out.
- On Expire
- What to do when Max Hold Time is reached. Disable turns Blink off and flushes everything. Re-Hold flushes the buffer and immediately starts a fresh hold. Replay flushes outgoing packets in real-time order rather than instantly.
- Show Timer
- Renders how long the current hold has been running, either in milliseconds or ticks. Off hides the readout entirely.
- Show Real Position
- How to visualize where the server still thinks you are. Off hides it. Draw renders a drawing at your real (server) position (customize this in the Lag Indicator section). Fake Player spawns a client-side player model at that position.
- Outbound → Hold Block Packets
- Also holds incoming block/chunk updates while Outbound is active, so what you see locally doesn't change either. Replays them when the hold ends.
- Inbound or Both → Only Hold Physics Updates
- Restricts the held inbound packets to ones that affect movement (velocity, position, explosions, potions, etc.) and lets everything else through. Useful for tanking knockback without freezing the rest of the world. Note that with this enabled, if an entity moves you no longer can interact with it to avoid an anticheat flag.
- Inbound or Both → Flush on Interact
- Flushes the held buffer the moment you interact (click on an entity etc.). This behavior automatically happens in outbound mode only.
- Disable on Fall
- Force-disables the module the instant you fall past 3 blocks and hit the ground.
LagRange
Holds outgoing packets when a target is within the range.
Settings
- Range
- Range (in blocks) for the target detection window.
- Max Hold Time
- Once held packets are this old, they start to release to the server. This creates a freeze then steady movement then teleport from the servers perspective.
- Recoil Time
- Cooldown (in ms) after a flush before the module is allowed to start lagging again. Prevents back-to-back holds.
- Only Weapons
- Only arms while you're holding a configured weapon. With this off, any held item can trigger the hold.
- Flush on Action
- Flushes the held buffer the moment you click (attack/use). Without this, you may flag reach or hitboxes as the server believes enemies on your screen are at a mismatched place from where they 'should' be, as you are holding outgoing packets only.
- Flush on Fall
- Flushes the moment you fall more than 3 blocks and hit the ground.
- Block on Blink
- Instead of starting to lag immediately upon finding a target blocks your sword and waits for the next tick to start lagging. This causes the server to treat your player's sword as blocked during the lag session, only unblocking when max hold time is reached or upon a flush.
- Block on Blink → Chance
- Per-hold % chance to engage the block. Lower values mix unblocked holds in so the pattern isn't 'always block during lag'.
- Block on Blink → Unblock Ticks
- Range of ticks the spoofed block stays up before releasing. Each engaged hold rolls a fresh value inside this window.
BlinkFall
Watches your trajectory and when it predicts you'll fall further than a threshold, holds your outgoing packets so the server thinks you're still up high. Flushes when you hit the ground, snapping you down on the server side without showing a sustained fall.
Settings
- Min Fall Distance
- Minimum predicted fall (in blocks) before BlinkFall engages. Falls shorter than this go through normally.
- Max Hold Time
- Any packets older than this get released to the server. This creates a freeze then steady movement then teleport from the servers perspective.
- Air Ticks
- Number of consecutive air ticks required before the hold actually begins.
LegitScaffold
Holds sneak for you when you're about to walk off an edge while bridging, so you don't have to time it manually. Releases sneak when it's safe to move again.
Settings
- Edge Offset
- How close (in blocks) you can get to an edge before sneak engages. Lower = sneaks earlier and farther from the edge; higher = sneaks later.
- Unsneak Delay
- Time (in ms) sneak stays held after the edge clears, before releasing.
- Delay Between Sneaks
- Cooldown (in ms) after releasing sneak before the next sneak can engage. 0 disables the cooldown. Will be reworked as a proper anti double shift system in the future.
- Sneak On Jump
- Time (in ms) sneak stays held after a jump lands at the edge. At a 0 value you will never sneak while jumping.
- Pitch Threshold
- Minimum pitch (in degrees, looking down) for the module to engage. Below this you're not bridging, so sneak isn't forced.
- Sneak Key Pressed
- Only engages while you're already pressing sneak yourself.
- Holding Blocks
- Only engages while you're holding a configured block.
- Moving Backwards
- Only engages while you're moving backwards.
Clutch
When you're falling toward a fatal drop, places blocks under you to save the landing.
Settings
- Horizontal Speed
- Range (in degrees per tick) the rotation pulls horizontally toward the target block.
- Vertical Speed
- Range (in degrees per tick) the rotation pulls vertically toward the target block.
- Mode
- Spoofed sends the placement rotation only in the outgoing packet without moving your view. Real pulls your real rotation toward it like an aim-assist, so what you see matches what the server sees.
- Real → Return To Original
- After a successful Real-mode placement, pulls your view back to the rotation you had before the clutch started. Off leaves your aim where the placement put it.
- Minimum Ground Dist
- How far (in blocks) below you the ground must be before Clutch attempts to place blocks for you. Set to Void to only activate over a true void drop.
- Delay
- Ticks you must be in the air before Clutch attempts to place blocks for you.
- Rotation Reset
- How many ticks to keep the placement rotation active after placing. Lower values will cause flickering as it attempts to return to your original rotation while more blocks still need to be placed to save yourself.
- Max Blocks
- Cap on how many blocks Clutch will place per session. Set to None for unlimited.
- Auto Switch
- Swaps to a slot containing blocks when Clutch wants to place blocks for you, and swaps back after. With this off, Clutch only fires if you're already holding a configured block.
- Only On Velocity
- Only activates after you've taken knockback. Useful when you only want to clutch reactively to being hit, not on every drop.
- Keep Y
- Locks the placement Y level to the value at the moment Clutch activates, so you don't gain any height while it places blocks for you.
- On Fatal Fall
- Force-fires when the predicted fall would actually kill you.
- Jump To Save
- Jumps if you will fall off the block you are standing on, falling past the min ground dist.
- Reset On Ground
- Resets your rotation immedately after the module has commited that you are done sliding, instead of waiting for rotation ticks to expire (must be on the ground).
- Predict Slide
- Clutch inherently tries not to aim to place blocks if you are on the ground already, but due to how knockback works you can slide on the ground for a few ticks after hitting it. This setting simulates the slide-off trajectory so you don't have to fully stop moving for the module to assume you are safe and stop aiming to place blocks for you. This is bad and doesn't really work and is being reworked soon.
Scaffold
Places blocks beneath you to bridge for you. If you are about to fall, jumps to yourself so the module has the ability to place blocks to save you.
Settings
- Mode
- Telly mode detects if you will sprint this tick and resets to your real rotation so you can sprint jump in the direction you are actually looking, then aims to place blokcs behind you to complete the bridge. If you will not sprint this tick, telly mode functions as godbridge mode. Godbridge aims behind you and places blocks allowing you to continue walking in the direction you wish while grounded. If not grounded, godbridge mode acts as telly mode.
- Horizontal Speed
- Range (in degrees per tick) for horizontal rotation pull.
- Vertical Speed
- Range (in degrees per tick) for vertical rotation pull.
- Rotation Reset
- How many ticks the spoofed bridging rotation stays committed before being released back to your real one.
- Y Mode
- Off bridges at whatever Y you're currently at. On locks placements to your starting Y level (when you jumped). Dynamic detects if you are holding the jump key AND on the ground, and if so switches mode accordingly (pressed doesn't keep y, does keep y.).
- Auto Switch
- Swaps to a slot containing blocks when bridging starts, restoring your previous slot when you stop.
- Telly → Delay
- Range of ticks to delay action after you jump and leave the ground. Rolls per jump. 0–0 disables the delay.
- Telly → Ground Ticks
- Range of ticks Telly stays grounded between jumps. Each cycle rolls a fresh value inside this window.
Safewalk
Manipulates your motion to prevent you from falling off edges. Any decent prediction anticheat will flag you for using this.
Settings
- Air Safe
- Also kicks in mid-air, not just on the ground.
- Max Fall Distance
- Drops up to this many blocks are considered safe and ignored.
BedBreaker
Finds the nearest enemy bed within reach and breaks it for you. Requires 1 layer of the bed to be exposed, if not mines the closest one to do so. Will aim straight through to mine through any other layers, producing breaking that is impossible in vanilla.
Settings
- Only Tools
- Only mines while you're holding a tool. With this off, BedBreaker will not activate if you aren't holding a tool.
- Auto Switch
- Swaps to the best tool in your hotbar before mining and restores your previous slot when done.
NoSlow
Cancels the movement slowdown vanilla applies while you're using items (blocking with a sword, eating/drinking, drawing a bow). Per-action multipliers let you tune how much slow remains.
Settings
- Block Forward
- Forward speed multiplier while blocking with a sword. 0.2 is vanilla; 1.0 disables the slow entirely.
- Block Strafe
- Sideways speed multiplier while blocking with a sword. 0.2 is vanilla; 1.0 disables the slow entirely.
- Consume Forward
- Forward speed multiplier while eating or drinking. 0.2 is vanilla; 1.0 disables the slow entirely.
- Consume Strafe
- Sideways speed multiplier while eating or drinking. 0.2 is vanilla; 1.0 disables the slow entirely.
- Bow Forward
- Forward speed multiplier while drawing a bow. 0.2 is vanilla; 1.0 disables the slow entirely.
- Bow Strafe
- Sideways speed multiplier while drawing a bow. 0.2 is vanilla; 1.0 disables the slow entirely.
- First Tick Skip
- Skips the slow entirely on the first tick of using an item, then lets vanilla slow take over.
- Alternate
- Pick which actions to alternate the no-slow on (Block, Consume, Bow). Grim bypass.
Timer
Multiplies the game's tick rate so everything runs faster or slower than real time.
Settings
- Speed
- Tick-rate multiplier. 1.0 is vanilla, 2.0 doubles the speed, 0.5 halves it, 0.0 freezes time. Anything above 1.0 is easily detected by any anticheat.
- Speed < 1.0 → Entity Updates
- Keeps other entities updating in real time even while your local timer is slowed.
- Speed = 0.0 → Catchup
- When Speed is at 0 (frozen), 'banks' the missed time and replays the catch-up ticks rapidly when you unfreeze. This is fully vanilla, mimicking the max of 10 ticks of catchup that happens when your game is frozen.
InvWalk
Lets you keep walking and using inputs while an inventory screen is open.
Settings
- Stop Duration
- Number of ticks of zeroed movement forced when you interact with your inventory. Even at a value of 0 the module produces 100% vanilla behavior serverside.