Version

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.

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.