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Creators
Details
Licensed Apache-2.0
Published 2 years ago
Updated 2 months ago
All versions
0.13
Alpha
Alpha-Release 12 years ago 73
Compatibility
Minecraft: Java Edition
1.20.6
Platform
Paper
Changes
Added
-
AutoClicker
- Detects if the player exceeds 20 clicks in an abnormally fast time.
-
Critical
- Checks if the player is not on the ground and their Y coordinate hasn’t changed in any tick where they hit an entity.
-
HitBox
- Verifies if the player’s view is exactly aligned with the entity they are attacking, or if the player can hit the entity without directly looking at it.
-
KillAura
- Detects if the player is hitting through solid or non-solid blocks, meaning they are attacking through blocks that need to be broken to reach the entity.
-
HighJump
- Checks if the player jumps suddenly into the air, i.e., if their Y coordinate changes abruptly without smooth motion.
-
Jesus
- Detects if the player is "on the ground" even when surrounded by non-solid blocks like water or lava.
-
NoSlowDown
- Detects if the player is eating or blocking with an item (like a shield) without their XZ movement speed being reduced.
-
AimBot
- Checks the player by spawning a fake NPC that circles around the player four times to see if the player targets it automatically.
-
InventoryMove
- Detects if the player moves items in their inventory while still moving, or if they drop items from their inventory without opening it or while moving.
-
Velocity
- Checks if the player receives knockback when hit by an entity or projectile and if the player moves in the opposite direction of the hit.
-
Fucker
- Detects if the player is breaking a block but the block’s path to their head is interfered by other blocks.
-
Scaffold
- Detects if the player is placing blocks too quickly or placing multiple blocks in a single tick, and if they keep their view on the placed block for 5 ticks.
Removed
-
PingSpoof
- Removed because it incorrectly flagged players with bad internet connections or lower-performance computers, causing lag or high ping.
-
Chat
- Removed because Microsoft introduced a reporting system where players can be reported for breaking the game’s rules.
-
NoRotateSet
- Removed because, when a player joins or leaves the server, they might not fully load, causing their character’s head and camera to misalign and falsely trigger a ban.
Fixed
-
Reach
- Fixed a bug where if the player sprinted and hit an entity, their reach would increase by 5%, and in Creative mode, it would increase by 10%. This was approximate and occurred if the player was looking up or down.
-
KillAura
- Fixed a bug where the player was able to hit an entity in water or lava, which were considered non-solid blocks. Now, detection focuses on the player's body position rather than the head.
-
Critical
- Reworked the method for detecting a player’s critical hit while in water. If the player’s feet touch the ground but they swim slightly upward, they can still deliver critical hits to entities.
-
Fly
- Fixed a bug where the player was detected when jumping on slabs or in water, or when the player received knockback over 10 blocks while maintaining their Y coordinate.
-
NoFall
- Fixed and reworked the logic for detecting NoFall, where a player falling in the air was detected as if they had landed on the ground, even if they were still airborne and more than 4 blocks above the ground.
-
Speed
- Fixed a bug where the player was detected by their Y position. Now, the player is detected by their XZ velocity and movement speed from one block to another, measured in 3 ticks.
-
XRay
- Fixed a bug where, if the plugin was reloaded, blocks changed by the XRay feature would remain altered and not return to their original state.
-
Fucker
- The player was detected even if the block and their head were interfered by a non-solid block.
-
Scaffold
- Fixed a bug where the player spammed blocks under them while bridging instead of properly building the bridge while jumping on the ground.
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:vWmRJ2Cp:Nen7sty3"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:vWmRJ2Cp:Nen7sty3"
}

