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Details
0.1.6+mc1.21.11
Compatibility
Required content
Changes
Saturation โ the hunger bar, read in full. A new module in Misc, off until you turn it on. It draws what AppleSkin draws: the saturation you already have sits as a thin overlay on the hunger bar, and hovering a piece of food previews how much hunger and saturation eating it would restore โ and the hearts that hunger would later heal โ before you take the bite. It reads values the client already holds and asks the server for nothing, so it behaves the same on a public server as in single-player.
- No exhaustion line. AppleSkin can show the invisible exhaustion counter creeping toward your next lost hunger point, and the first cut of this module did too โ but a vanilla server never sends that number to the client, so anywhere but single-player it was drawing a guess dressed as a fact. A readout that is honest in only one place is not honest, so it is gone. Everything Saturation shows is a value the client genuinely has.
- Flat, in the HUD's own language โ not a bar grafted in from another mod's screenshot.
Hitboxes โ vanilla's F3+B, cleaned up. A new Combat module that restyles the game's own hitbox overlay rather than drawing one of its own. Vanilla's F3+B throws a white box, a red eye-line and a blue look-vector over every entity at once; Hitboxes drops that to a single clean outline, colours it from the menu's palette, and lets you set the line width from 1.0 to 4.0.
- It shows what the game already shows, and no more. Only entities you could see anyway, never through a wall, and it does not enlarge a single box โ the shape it outlines is the exact one the game already uses for your hits. This is a paint job on a vanilla debug view, not a reach and not an ESP. Turning it on does not turn the boxes on; it styles them when the game is drawing them.
- The entity under your crosshair is picked out from the rest, so in a crowd you can tell which box belongs to the thing your next hit will land on.
Hit Distance โ how far away your last hit landed. A new HUD readout, its card in Combat. The moment you land a hit on something it shows the distance to it, in blocks, and holds that number for ten seconds before it fades. No hit, nothing on screen: it reports what you just did, not what you might do. In the HUD editor it moves and scales like any other element.
- An earlier version measured the live distance to whatever your crosshair sat on โ green inside reach, red beyond it. But a number that names an opponent's range before you have touched them is the same soft cheat the Target chip refuses, so it was cut back to reporting only the hit you already threw.
The menu's settings live on their own panel now. Right-click a module and its settings no longer unfold under the card and shove the grid down โ they open in a slim panel down the right-hand side of the menu, the card lit on the left while you work. Left-click a card toggles the module on or off; right-click opens its settings. The cards are square now, the icon above the name.
- A module with a colour to choose โ Hitboxes, and the hitbox palette โ gets a grid of swatches, not a slider you cannot read a colour off.
- Reset touches only what a module configures, and leaves it enabled or disabled exactly as you had it. The old reset quietly switched ten of the thirteen modules back on. It is a plain left-click that swaps its own label to confirm instead of arming a second click, and it never reaches the enabled switch.
Crisp edges, and a HUD editor that stays out of its own way. The menu and HUD render a touch sharper: the anti-aliasing ramp on every shape is exactly one device-pixel wide now, and thin lines snap to the pixel grid instead of smearing across two. In the editor, an element clamps to the screen edge instead of sliding half-off it, the toolbar sits along the bottom, the settings popover is slimmer and titleless, an element you are configuring holds still instead of dragging out from under you, and its background matches the chip the HUD draws in play.
A fourth Minecraft version: 1.21.6. Club builds 1.21.1, 1.21.6, 1.21.8 and 1.21.11 from one source โ four jars, one per version. Same modules, same keybinds, same HUD, same menu, same config.
- The 1.21.6 jar declares
>=1.21.6 <1.21.7and nothing wider. 1.21.7, 1.21.9 and 1.21.10 stay uncovered on purpose: their mappings and Fabric API coordinates have never been measured here, and we do not claim a range we have not built against. - Background FPS is not in the 1.21.6 build either, for the same reason it is missing from 1.21.8 and 1.21.11 โ Minecraft caps its own frame rate behind another window from 1.21.2 on. It remains a 1.21.1-only card.
- On 1.21.6 the particle cull is still ours. Vanilla only took that job over at 1.21.11, so 1.21.6 sits on the near side of the line, alongside 1.21.1 and 1.21.8.
- Everything else โ Shulker Tooltip, Small Totem, Low Shield, hitbox styling, Item Scroll โ is present on 1.21.6 exactly as it is on 1.21.8.
Two version boundaries were found mis-cut while adding the node. Entity hitboxes and the shulker tooltip
both read <1.21.8, which was true but untested: no version node had ever existed between 1.21.1 and 1.21.8,
so the branch was never compiled anywhere inside that interval. Measured against 1.21.6, the real boundaries
are 1.21.5 and 1.21.2. Left alone, the 1.21.6 build would have quietly taken the 1.21.1 body.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:MqdRRPHj:uglUjTdz"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:MqdRRPHj:uglUjTdz"
}

