Documentation

Module reference.

Every module in Dusk, all 64 of them, grouped the way they sit in the ClickGUI. Each entry explains what the module does and lists the settings you get. Search by name or by what it does.

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Combat.

15 modules

Aim Assist

Silently rotates you onto the best target using configurable aim math and an aim vector, gated by FOV, range and line of sight. Can be limited to only-on-click, only-while-moving or only-toward-target, and supports multipoint aiming plus an item whitelist so it only engages while you hold the right weapon.

Settings
Aim Math
Rotation model used to compute where to aim.
Aim Vector
Which point on the target to aim at.
Target Priority
How the best target is chosen: closest, lowest health, angle and so on.
Random
Add small random noise to rotations so they look human.
Silent Rotations
Rotate only in packets so your real camera stays still.
Through Walls
Allow aiming at targets you do not have line of sight to.
Horizontal
Horizontal aim speed.
Vertical
Vertical aim speed.
On Click
Only aim while you are attacking.
Only On Move
Only assist while you're actually moving the mouse, it goes idle the instant you hold still.
Only Toward Target
Tighter still: only assist while the mouse is moving toward the target, so it helps you swing onto them but never drags you off.
Range
How far the module reaches, in blocks.
FOV Mode
How the FOV cone is measured: one combined angle, or separate yaw and pitch limits.
FOV
Only aim at targets within this cone in front of your camera, in degrees.
Yaw FOV
Horizontal FOV limit in degrees, used in Separate mode.
Pitch FOV
Vertical FOV limit in degrees, used in Separate mode.
Multipoint
Try several points on the target and pick the one that is reachable.
Item Whitelist
Only run while you are holding one of these items.

Attribute Swap

On attack, swaps to a chosen hotbar slot or the best-scored item for the situation, then optionally swaps back. Handles swords, maces, spears and shield-break scenarios, with a durability saver and an option to exclude lunge spears.

Settings
Mode
Which behaviour variant to use.
Slot Mode
Fixed Slot: always swap to Target Slot. Whitelisted Item: swap to the first hotbar slot holding a whitelisted item.
Target Slot
Hotbar slot to swap to (1-9).
Swap-To Whitelist
Items the module is allowed to swap to.
Swap On Miss
Swap even when the attack doesn't hit an entity (spear-lunge travel).
Shield Break
Swap to an axe when the target is blocking.
Durability Saver
Prefer a non-damageable / Unbreaking item to save the main weapon when nothing better applies.
Sword Swapping
Allow swapping to a sword.
Mace Swapping
Allow swapping to a mace.
Spear Swapping
Allow swapping to a spear.
Other Swapping
Impaling against aquatic targets.
Exclude Lunge Spears
Don't use Lunge-enchanted spears for reach extension.
Swap Back
Swap back to your previous slot after the action.
Swap Back Delay
Ticks to hold the swapped item before swapping back (randomised in range).

Auto Drain

Empties nearby source liquids either by filling a bucket or by placing blocks into them, all through silent rotations. Scans within a set range, caps how many it drains, and can pause while a screen is open.

Settings
Activation
Toggle = drains continuously while the module is on. Hold = only drains while the Activate Key is held.
Activate Key
Held key that runs the drain (Hold activation only).
Method
Bucket = fill an empty bucket from the source. Blocks = place a block into the source cell to replace it.
Bucket Mode
Switch = auto-swap to an empty bucket then back. Manual = only act while already holding an empty bucket.
Drain Blocks
Which block items may be used to drain. Empty = any block in your hotbar.
Liquid
Which source liquids to drain. *OnWeb only drains a source sat next to a cobweb.
Range
How far out to scan for source liquids (only reachable ones are drained).
Max Drains
Cap on drains per contiguous batch. 0 = unlimited.
Rotation
Silent = rotate in packets only, camera stays still. Off = never rotate, only drains what you already look at.
Aim Style
Regular = lerp, WindMouse = humanised, Blatant = snap.
Aim Speed
How fast the aim moves toward the target.
Raycast
Blocks method: only place where a real raycast can reach the support face (skips impossible placements).
Switch Back
Swap back to the slot you were holding once there's nothing left to drain.
Drain Delay
Milliseconds between each drain action. 0-0 = no wait.
Switch Delay
Milliseconds to wait after a slot swap before acting (and before switching back).
Disable In Screens
Pause while a GUI/inventory screen is open.
Render Cube
Draws a filled cube on the source it's going to drain next.
Cube Color
Colour of the placement cube.
Render Outline
Draws an outline around the source it's going to drain next.
Outline Color
Colour of the outline.

Auto Shield

Raises your shield at the optimal moment to eat incoming damage and lowers it to attack, with reactive-range timing. It yields to KillAura, AutoCrystal and ShieldBreaker so it never fights your other combat modules, and can gate on a health threshold.

Settings
Timing
Reactive = raise when a threat in melee range swings. Predictive = raise while a threat in range faces you (covers the shield's ~5-tick warmup). Hybrid = both.
Range
How close a hostile player must be for the shield to come up (blocks).
Reactive Range
A swinging threat only counts as an incoming hit within this range.
Work In Main Hand
On = if no shield is in the offhand, swap one into the main hand to block. Off = only ever block with a shield already in the offhand.
Swap Back
After a main-hand block ends, swap back to the slot you were holding.
Face Attacker
Silently turn toward the threat while blocking, a shield only blocks hits from the half you face.
Lower Vs Axe
Drop the shield when the threat holds an axe, so a bait-swing can't disable it.
Axe Lower Time
How long to stay down against an axe before re-raising anyway, so if the axe is all they have, you still block the hit.
Unshield To Attack
Briefly lower the shield when you (or a combat module) land a hit, so the attack isn't eaten by your own block.
Attack Window
How long the shield stays down after an attack.
Yield To KillAura
Stand down while KillAura is enabled, so it can attack freely.
Yield To Auto Crystal
Stand down while Auto Crystal is enabled.
Yield To Shield Breaker
Stand down while Shield Breaker is enabled.
Respect Shield Disable
Don't try to raise while the shield is on its disable cooldown, it can't block yet, and holding use just re-blocks the instant it's back.
Health Gate
Only auto-shield at or below a health threshold.
Health Threshold
Half-hearts; auto-shield only when your health is at or below this.

Auto Web

Hold the bind to place cobwebs on your target's feet or head (or wherever you look), then optionally follow up with an explosive or lava. Includes a full prediction model, knockback, armour resistance, movement lead and ping, plus confirm-and-reweb and spread-web reliability options.

Settings
Activate Key
Held key that runs the macro.
Delays
Milliseconds between each swap and place. 0-0 = no wait at all.
Go To Prev Slot
Swap back to the slot you were holding once you let go.
Pre Swap
Swap to the web as soon as you hold the key, before the aim settles, so the place fires the instant you're on target. Off = keep your held item until you're actually aimed at the spot, then swap.
Auto Aim
Find the nearest target and rotate onto their feet/head instead of using the crosshair. Only ever places on a resolved feet/head/plate spot, never falls back elsewhere.
Target Range
How far to look for a target to web.
Web Feet
Web the block at the target's feet.
Web Head
Web the block at the target's head.
Plate Web
Head-only setups: place a pressure plate on the block the target is stood on first, then web their head, using the same aim settings to move between the two.
Only In Air
Only act while the target's feet aren't touching the ground.
Prediction
Aim at where the target is going to be instead of where they are right now. Turn on the sub-options below to choose what feeds the prediction.
Predict Knockback
When you (or an aura) land a hit, launch the simulated target with that hit's knockback before webbing, so the web lands where the hit sends them, not where they were. Models sprint vs non-sprint hits.
Account For Armour
Scale the predicted knockback down by the target's knockback resistance (netherite armour) so it doesn't overshoot a target who barely gets moved.
Predict Movement
Lead a moving target: step their current velocity forward Lead Ticks so a sprinting (or Speed) target gets webbed where they run to, not where they were.
Lead Ticks
How many ticks ahead to lead a moving target. Higher = further ahead, but misses more if they change direction.
Ping Lead
Also lead by your ping (the block placement round-trips while the target keeps moving), on top of Lead Ticks.
Confirm & Re-Web
After webbing, check the target is actually stuck in a cobweb; if they slipped past, immediately re-web their new spot while you're still holding the key.
Spread Web
Also web the next cell along the target's movement direction, so a near-miss still catches them. Uses an extra cobweb per spot.
Hit Triggered
Arm the macro for a short window whenever you hit an allowed target, so it fires off your own hit even without holding the key, tightest sync with a combo (best with Predict Knockback).
Silent
Send rotations only in packets, keep your camera still.
Aim Style
Regular = lerp, WindMouse = humanised, Blatant = snap.
Aim Speed
How fast the aim moves toward the target.
Raycast
Only place where a real raycast can reach the block face (skips impossible placements).
Render Cube
Draws a filled cube on the block(s) it's going to place on next.
Cube Color
Colour of the filled cube (independent of the GUI colour).
Render Outline
Draws an outline around the block(s) it's going to place on next.
Outline Color
Colour of the outline (independent of the GUI colour).
Extra Place Chance
Percent chance to follow the web up with the explosive/lava.
Place Explosive On Web
Follow the web with TNT, or a creeper egg if there's no TNT.
Place Lava On Web
Pour lava onto the web instead of using an explosive.
Smart Lava Placement
Only pour lava when the target is actually standing in the web.

Bow Cart

Hold to charge and fire a bow, then builds a rail and a TNT minecart where the arrow lands for a ranged explosive. Auto-aim and target options steer the shot, with safety-block checks and adjustable charge and step timings.

Settings
Auto Aim
Silently aim the placement at the arrow's landing. Off = never rotate you (manual aim).
Target
Drive the bow yourself: charge + fire + build on the most damaging block near the nearest target, skipping any spot the arrow would pass through the target to reach.
Bow Timeout
Keep building at the last shot for this many ms after you release the bow.
Mode
Hold = keep shooting carts while the key is held. Click = one cart per press.
Activate Key
Key that runs the sequence (charge -> fire -> build).
Target Range
How far to look for a target.
Min Damage
Only build where the cart would deal at least this to the target.
Redirect Shot
On release, briefly point the arrow at the chosen block so it lands on the cart (no visible head movement).
Max Charge
Draw ticks to release the bow at (20 = full power). 0 = auto-release the instant the shot can actually reach the chosen spot (least power that lands it).
Aim Style
How the silent aim moves toward the spot, Regular snaps, the smoother styles ease in like a human.
Aim Speed
Degrees per second the silent aim can turn. Higher = snappier, lower = smoother/legit.
Swap Delay
Cooldown ticks after each hotbar swap.
Use Delay
Cooldown ticks after each place.
Step Timeout
Give up on the build after this many ms with no progress.
Raycast
Only place where a real raycast can reach the block face (skips impossible placements).
Safety Block
After the cart, drop a block between you and it as cover.
Safe Blocks
Which blocks may be used for the safety cover. Empty = any block in your hotbar.
Render Cube
Draw a filled box at the spot the cart will be built.
Cube Color
Colour of the filled preview box.
Render Outline
Draw an outline around the build spot.
Outline Color
Colour of the preview outline.

Displace

Runs every one of your hits through a flick sequence: aim away, wait, look back, then land the hit, pausing your other attack modules until it finishes. Flick angle, direction, hold time and movement handling are all tunable, with an optional arrow render on the flicked yaw.

Settings
Hit Mode
While Flicked: flick to the side and hit at that flicked angle (displaces the knockback you deal). Look Back: flick away, look back onto the target, then hit, on-target and Grim-safe.
Flick Angle
Degrees to flick off to the side for the hit (randomised within the range).
Flick Mode
Right/Left/Random pick the side; Strafe flicks toward the strafe key you're holding, Strafe Inverted away from it (no flick if you're not strafing).
Require Sprint
Only flick while sprinting, a walking hit passes straight through unflicked.
Cooldown
Minimum time between flicks; hits inside the cooldown pass through unflicked.
Flick Hold
Ticks to keep holding the flicked yaw after the displaced hit is sent. The hit itself is sent AT the flicked rotation (that's what throws the knockback sideways), then the flick is held this many more ticks before releasing.
Angle
Degrees to flick off to the side before the hit.
Direction
Right = clockwise, Left = anti-clockwise.
Hold Ticks
Ticks to stay at the flicked angle once it's reached, before looking back (minimum 1).
Silent
Flick only in packets, camera stays still. Preserve mode relies on this, turning it off there makes the flick visible and can move you.
Aim Style
Blatant = snap instantly (a true flick), Regular = lerp, WindMouse = humanised.
Aim Speed
Flick speed for Regular / WindMouse styles.
Movement Mode
Preserve = keep walking the way you were (silent move fix), Stop = freeze movement during the flick so it can't walk you backwards.
Randomize Point
When the look-back has to pick a fresh box point (your old aim no longer lands on the target), jitter it inside the box instead of the exact nearest point.
Reach
Max distance a displaced hit is allowed at. The look-back is verified by a raycast against this reach before the hit is sent, if the target walked out of range or the aim doesn't land on it, no hit is emitted.
Hit Arrows
Flat, camera-facing arrows that pop up in the air beside the target when a displaced hit lands, pointing the way the hit travels.
Arrow Count
How many arrows fan out per hit.
Arrow Size
Size of each arrow.
Arrow Color
Colour of the arrow effect.
Wave
Fade each arrow between the two colours by its position.
Arrow Color Two
Second colour for the arrow wave.
Wave Speed
Speed of the colour wave.
Spawn Speed
Milliseconds between each arrow appearing (inner to outer).
Fade Time
Milliseconds each arrow takes to fade out.

Jump Reset

Jumps the instant you take knockback so the reset sheds horizontal velocity, applied through the real input system so Grim accepts it. It filters out fall damage, gates on player damage and sprint, and can fire on every hit or on a hits/delay cooldown.

Settings
Chance
Percent chance to reset on any given qualifying hit.
Require Sprint
Only reset while sprinting, the sprint-jump forward boost is what actually cancels horizontal knockback.
Cooldown
EveryHit: reset on every hit. Hits: reset once every N hits. Delay: reset at most once every N ticks.
Count
N for the Hits/Delay cooldown, randomised in this range each cycle.
Fall Damage Filter
Don't reset when the knockback packet is pure fall damage (x/z zero, moving down).
Only Player Damage
Only reset when the hit was plausibly from a player, ignores fall/fire/drowning etc.
Player Range
A non-friend player must be within this many blocks for the hit to count as player damage.
Ignore Friends
Don't count friends as the attacker.
Liquid Check
Don't reset while in water or lava (you can't jump-reset in liquid).
Web Check
Don't reset while stuck in a cobweb.
Fire Check
Don't reset while on fire.
Wall Check
Don't reset while suffocating inside a block.

Kill Aura

Aims at and attacks targets on one shared target, effectively Aim Assist and Trigger Bot combined. Full crit handling (modes and binds), cooldown and timing controls, shield attacking, multipoint, and FOV, range and wall gates.

Settings
Target Priority
How the best target is chosen: closest, lowest health, angle and so on.
Aim Range
How far to look for a target and track it. Can be well beyond hit range, tracking someone early is free.
Hit Range
How close they must be before we actually swing. Capped at 3, the server won't honour an attack past its own interaction range anyway.
FOV Mode
How the FOV cone is measured: one combined angle, or separate yaw and pitch limits.
FOV
Only aim at targets within this cone in front of your camera, in degrees.
Yaw FOV
Horizontal FOV limit in degrees, used in Separate mode.
Pitch FOV
Vertical FOV limit in degrees, used in Separate mode.
Through Walls
Allow aiming at targets you do not have line of sight to.
Item Whitelist
Only run while you are holding one of these items.
Only While Attacking
Only aim and attack while the attack key is held.
Aim Math
Rotation model used to compute where to aim.
Aim Vector
Which point on the target to aim at.
Silent Rotations
Rotate only in packets so your real camera stays still.
Random
Add small random noise to rotations so they look human.
Horizontal
Horizontal aim speed.
Vertical
Vertical aim speed.
Multipoint
Try several points on the target and pick the one that is reachable.
Require Aim
Only attack once the rotation we're sending actually reaches the target. Leave on, it's what makes Silent Rotations able to hit anything.
Crit Mode
When to force critical hits.
Crit only on space
Only crit while you are holding jump.
Enable-Crit Bind
While set, crits are only attempted while this key is held, released, it attacks without waiting for the crit window.
Force-Crit Bind
While held, only attack when a critical hit will actually land. Takes priority over the Enable-Crit bind.
Attack Shields
Attack targets even while they are blocking with a shield.
HurtTime Check
Wait for the target's hurt cooldown to clear before hitting.
Cooldown Mode
Cooldown = gate on vanilla attack-cooldown percentage, Timer = gate on a plain delay instead.
Cooldown
Minimum delay between actions.
Crit Cooldown
Minimum delay between forced crits.
Timer
Client tick-timer multiplier applied while attacking.
Crit Range
Only force crits within this range.
Reaction Delay
Human-like delay before the module reacts.
Attack Delay
Delay between attacks.
Unshield
Briefly lower your own shield to attack, then raise it again.

Mace Swap

Swaps to the best mace for the hit (preferring density and falling damage), lands it, then swaps back. Can skip shield-facing targets, cooperate with spears, and publish a stun-slam target for other modules.

Settings
Item Whitelist
Only run while you are holding one of these items.
Prefer Density Falling
When falling harder than Density Above, pick a Density mace instead of a Breach one.
Density Above
Fall distance (blocks) past which a Density mace is preferred over Breach.
Skip Facing Shield
Don't swap into a target actively blocking with the shield facing you.
Spear Compat
If you're charging an item, release use for the swap and re-press it afterwards if still held.
Stun Slam
Swap to the mace and force a hit when a blocking target is detected/predicted, to slam through the shield stun.
Swap Back
Swap back to your previous item after the hit; off leaves the mace in hand.
Swap Back Delay
Ticks to hold the mace before swapping back (randomised in range; 0 swaps back as soon as the hit lands).

Shield Breaker

Detects a blocking target, swaps to an axe and attacks to break the shield, then swaps back. Reaction delay, spam CPS, disable mode and a prediction option tune how aggressively it pops shields.

Settings
Mode
Which behaviour variant to use.
Reaction Delay
Human-like delay before the module reacts.
Disable Mode
Stun = at most 2 hits per block (the disable + a guaranteed follow-up), then wait for them to block again. Spam = keep attacking on a CPS timer for as long as they're blocking.
Attack Delay
Delay between attacks.
Spam CPS
Clicks per second while spamming the shield break.
Auto Swap
Automatically swap to the axe to break the shield.
Swap Delay
Delay before swapping slots.
Swap Back
Swap back to your previous slot after the action.
Swap Back Delay
Delay before swapping back.
Unblock Own Shield
Lower your own shield first so the axe hit lands.
Prediction
Predict the target's movement or state before acting.

Spear Lunge

Triggers the spear's lunge ability to cover distance quickly, gated by a cooldown percentage and a multiplier, then swaps back. An item whitelist and an activate key control when it fires.

Settings
Mode
Attack = lunge rides your left-click. Keypress = lunge on its own bind.
Silent
Swap to the spear server-side only, packets, no visible item change.
Cooldown
Minimum delay between actions.
Cooldown %
Only act once the item cooldown has recharged to at least this percent.
Multiplier
STAB packets sent per lunge.
Swap Back Delay
Ticks to hold the spear before swapping back (a visible swap needs a few ticks; 0 = instant).
Item Whitelist
Attack mode only lunges while holding one of these; empty = any item.
Activate Key
Key that activates the module in the relevant activation mode.

Totem Hit

When you attack with a totem in hand, swaps to a knockback sword to land the hit, then back to the totem. Can require netherite with a piece-count gate, and does a silent swap so it stays anticheat-safe.

Settings
Item Whitelist
Which held items trigger the swap. Empty = any item; defaults to just the totem.
Only Netherite
Only swap to the knockback sword when the target is wearing netherite armour, a normal hit already knocks a resistance-less target fine, so this saves the swap for targets whose knockback resistance you actually need to overcome.
Netherite Pieces
How many netherite armour pieces the target must be wearing to count as netherite.
Swap Back
Swap back to your previous slot after the action.
Silent Swap
Change hotbar slot only in packets.
Delay
Delay between actions, in the chosen unit.

Trigger Bot

Attacks automatically when your crosshair is on a valid target, with a strict pick and send-time revalidation so drifted hits get dropped. Shares KillAura's crit, cooldown and timing systems and can require the attack key be held.

Settings
Crit Mode
When to force critical hits.
Crit only on space
Only crit while you are holding jump.
Enable-Crit Bind
While set, crits are only attempted while this key is held, released, it attacks without waiting for the crit window.
Force-Crit Bind
While held, only attack when a critical hit will actually land. Takes priority over the Enable-Crit bind.
Attack Shields
Attack targets even while they are blocking with a shield.
HurtTime Check
Wait for the target's hurt cooldown to clear before hitting.
Item Whitelist
Only run while you are holding one of these items.
Cooldown Mode
Cooldown = gate on vanilla attack-cooldown percentage, Timer = gate on a plain delay instead.
Cooldown
Minimum delay between actions.
Crit Cooldown
Minimum delay between forced crits.
Timer
Client tick-timer multiplier applied while attacking.
Crit Range
Only force crits within this range.
Reaction Delay
Human-like delay before the module reacts.
Attack Delay
Delay between attacks.
Require Attack Key
Only attack while the attack key is held.
Unshield
Briefly lower your own shield to attack, then raise it again.

Crystal.

9 modules

Air Place

An anchor macro that places, charges, air-places, charges and detonates to land two pops off a single spot. Separate delays and a stall timeout keep the sequence reliable.

Settings
Mode
Press = fire once and see it through even if you let go. Hold = runs while held, releasing part-way cancels.
Activate Key
Key that runs the sequence.
Explode Slot
Hotbar slot to detonate with. Anything except glowstone sets an anchor off, glowstone would just charge it.
Stall Timeout
Cancel the sequence after this many ticks of not being able to click (0 = wait forever).
Separate Delays
Off = three shared delays. On = every single wait in the sequence gets its own setting.
Swap Delay
Ticks before each swap.
Place Delay
Ticks between swapping and clicking.
Explode Delay
Ticks before the final detonation.

Auto Anchor

Finds the best respawn-anchor spot near your target, then places, charges and detonates it, with damage and blocks-below minimums. Silent aim, safe-anchor self-protection, air-place support, a sequence timeout and render cubes are all configurable.

Settings
Mode
Click = start once per press, Hold = run while held.
Repeat
Hold mode only: off = one anchor per hold, on = keep cycling while held.
Activate Key
Key that runs the anchor sequence.
Min Damage
Only place where the anchor would deal at least this to the target.
Min Blocks Below
Anchor underneath the target only if this many solid blocks are below them (0 = never underneath, avoids chasing falling targets).
Auto Aim
Aim at the placement/anchor with the silent rotation engine.
Target Range
How far to look for a target to anchor.
Silent
Send rotations only in packets, keep your camera still.
Aim Style
Regular = lerp, WindMouse = humanised, Blatant = snap.
Aim Speed
How fast the aim moves toward the target.
Charges
How many times to charge before exploding (rolls in range only while Randomization is on).
Charge Delay
Cooldown ticks after charging (rolls in range only while Randomization is on).
Explode Slot
Hotbar slot to swap to when detonating.
Explode Delay
Cooldown ticks after detonating (rolls in range only while Randomization is on).
Place Delay
Cooldown ticks after placing a block (lower = faster; 0 = every tick). Charging/exploding are not gated by this, only fresh block placements are.
Sequence Timeout
Abort an in-progress anchor if it goes this many ms without landing a successful place/charge/explode, stops it retrying an anchor that drifted out of range. 0 = never time out.
Raycast
Only place where a real raycast can reach the block face (skips impossible placements).
Pre Swap
Hold a respawn anchor ready as soon as the bind is active, instead of only swapping to it when a spot resolves.
Safe Anchor
Place a block between you and the anchor before charging.
Safe Min Damage
Skip the safety block if the anchor wouldn't deal this much to you.
Safety Timeout
Give up on the safety block after this many ms.
Air Place
Explode and re-place an anchor at the same spot in one tick when it's still optimal (keeps a target pinned on top of anchors).
Air Place Limit
Max consecutive air-places at the same spot before a normal cycle runs (0 = no limit).
Render Cube
Draws a filled cube on the position it will place at.
Cube Color
Colour of the filled cube (independent of the GUI colour).
Render Outline
Draws an outline around the position it will place at.
Outline Color
Colour of the outline (independent of the GUI colour).
Debug Log
Log the anchor sequence timing + why each tick did/didn't act to the game log (logs/latest.log), to diagnose slowness.

Auto Crystal

Places and breaks end crystals wherever your crosshair points, with no aim assist and no swapping, so it plays like a manual crystal but automated. Damage limits, faster-crystals modes, real-click CPS control and render cubes are provided.

Settings
Only On Key
On = only run while the activate key is held. Off = run whenever the crosshair is on a valid spot.
Activate Key
Held key that runs the place/break cycle.
Place
Place a crystal when the crosshair is on obsidian/bedrock with a clear spot on top (only with a crystal already in hand, it never swaps for you).
Break
Break the crystal the crosshair is on (only with a crystal in hand, unless Work With Totem is on).
Work With Totem
Also break while holding a totem, but only crystals you placed yourself, so an AutoTotem swap doesn't turn you into a popper of other people's crystals.
Place Delay
Cooldown ticks after placing a crystal.
Break Delay
Cooldown ticks after breaking a crystal.
Damage Limits
Off = crystal whatever you point at. On = apply the min/max damage thresholds below.
Min Damage
Only place where the crystal would deal at least this to someone.
Max Self Damage
Don't place/break where it would deal more than this to you (20 = ignore self damage).
Faster Crystals Mode
Runs the break and place attempts as two independent per-tick streams (break first) instead of a serialised sequence. Always Grim-safe: only real attacks and real placements once the client agrees the spot is clear, at most one interaction per tick.
Limit CPS
Off = attempt every tick, the same rate the normal path runs at with 0 delays (the game's own ceiling). On = throttle to the CPS range below.
Faster Crystals CPS
Independent break/place attempt rate when Limit CPS is on.
Real Clicks
Turn Faster Crystals into a dumb dual auto-clicker: real left (attack) + right (place) clicks at the Break/Place delays, letting the GAME break and place off them like a human clicking both buttons. Runs the real doAttack/doItemUse (resets the cooldown, real packets, server-undetectable). Lands on your real crosshair (this module is already crosshair-only). Faster Crystals Mode only.
No Count Glitch
Don't predict the crystal-count decrement client-side when placing, keeps your count synced to the server so rapid placing can't glitch it. Servers only.
Render Cube
Draws a filled cube on the spot it will use.
Cube Color
Colour of the filled cube (independent of the GUI colour).
Render Outline
Draws an outline around the spot it will use.
Outline Color
Colour of the outline (independent of the GUI colour).

Auto Double Hand

Predicts a lethal incoming hit and swaps a totem into your main hand to survive it, then recovers. Uses players' aim, crystal and sword predictions plus a damage multiplier to decide, with a shield check and finish-crystal handling.

Settings
Check Players Look
Only react to players who are actually looking at you.
Predict Crystals
Include incoming crystal damage in the lethal prediction.
Predict Sword
Include incoming sword damage in the lethal prediction.
Damage Multiplier
Safety factor applied to predicted incoming damage.
DHand After Pop
Keep the totem in your main hand for a moment after a pop.
Totem on Inventory
Pull a totem from the inventory if your hotbar has none.
Totem Slot for Inventory
Which inventory slot to pull the totem from.
Shield Check
Account for shield blocking in the prediction.
Finish Crystal
Wait until HitCrystal Aura places the crystal that's about to pop you before double-handing, so you still land the kill.
Finish Crystal Timeout
Force the double-hand anyway after this long if no crystal gets placed.
Delay
Wait this long before actually swapping. In Finish Crystal mode this starts counting once the crystal lands (or the timeout fires), on top of that wait, not instead of it.
Cooldown
Minimum delay between actions.

Auto Hit Crystal

After you hit someone, it places obsidian and crystals wherever you point, with no aim assist. It runs on the shared crystal-aura core (below) and adds pre-obby placement checks, an always-crystal mode, repeat cycling and look-at break gating.

Own settings
Activation Mode
Activate Key = hold the bind. Look Away = hit someone then turn away from them, no bind needed. Both = either.
Activate Key
Held key, for the Activate Key / Both modes.
Look Away Timeout
Ticks the hit and the turn must fall within for Look Away to fire.
Valid Hit Items
Off = any item can start a hold. On = only the items picked below.
Hit Items
Items that may START a hold. Once running it swaps freely, the check doesn't re-apply, or it'd stop itself the moment it swapped to obsidian.
Repeat Mode
Off = one obsidian spot per press; look off the block and nothing new starts until you re-press. On = keep taking fresh spots while held.
Repeat Cooldown
Minimum ticks between committing to a new spot (0 = no wait).
Always Crystal
A tap (press then release) still finishes one full cycle, place obsidian, place a crystal, and explode it, instead of stopping the moment you let go. Holding is unchanged.
Pre Obby
Swap to obsidian as soon as the bind is active instead of waiting for a valid spot. With Repeat Mode on, it only re-obbys once you look away from the obby/crystal it's working.
Always Crystal Timeout
After a tap, give up on the locked spot if it hasn't exploded within this long (so a stale obby isn't detonated much later).
Only Break Looked-At
Only pop a crystal while your crosshair is actually on it, never one you've turned away from. Also keeps every break Grim-hitbox-safe, since the view you send is on the crystal.
Always Place Obsidian
Looking at obsidian: off = crystal that block, on = put a fresh obsidian on its face and crystal that instead. Only affects the block you start a hold on.
Damage Minimums
Off = crystal whatever you point at. On = apply the damage thresholds below.
Min Damage
Skip the spot entirely, obsidian included, unless a crystal there would deal at least this to someone.
Shared crystal core
Place New Obsidian
Move to a fresh obsidian spot if one would deal clearly more damage (e.g. the target moved away).
Place Multiple Obsidian
If the best crystal spot is floating, build a chain of obsidian to reach it.
Max Obsidian
Most support blocks it will place to reach the optimal spot (1 = one extra).
Increased Damage
Only switch to a new obsidian spot if it beats the current one by at least this much damage.
Optimal Crystal Switch
Switch to obsidian/bedrock that's already placed, even with a crystal on it, when it's a better crystal spot.
Switch Damage
Only switch onto an already-crystalled block if it beats the current spot by at least this much damage.
Crystal Limit
Max crystals per hold before the key must be released and pressed again (0 = no limit).
Target Range
How far to look for a target to crystal.
Max Self Damage
Don't crystal where it would deal more than this to you (20 = ignore self damage).
Min Blocks Below
Crystal underneath the target only if this many solid blocks are below them (0 = never underneath).
Prioritise Behind
Prefer crystal spots behind the opponent and off to the side (so a hit doesn't knock them onto the spot).
Behind Damage Loss
Max damage to give up to place behind (0 = always place behind).
Avoid Knockback Spots
Skip spots a melee hit would knock the target into, their body would then block the obsidian/crystal from being placed.
Aim Style
Regular = lerp, WindMouse = humanised, Blatant = snap.
Silent
Silent = rotations only in packets (camera stays still), off = moves your real camera.
Aim Speed
Aim speed for Regular / WindMouse styles.
Raycast
Only place obsidian where a real raycast can reach the block face (skips impossible placements).
Obsidian Place Delay
Cooldown ticks after placing obsidian.
Crystal Place Delay
Cooldown ticks after placing a crystal.
Crystal Break Delay
Cooldown ticks after breaking a crystal.
Swap Delay
Cooldown ticks after swapping hotbar slots.
Swap Back
Swap back to the slot you were holding once it stops crystalling.
Faster Crystals Mode
Runs the break and place attempts as two independent per-tick streams (break first) instead of a serialised place-then-break sequence. Always Grim-safe: only real attacks on confirmed crystals within reach, at most one interaction per tick.
Limit CPS
Off = attempt every tick, the same rate the normal path runs at with 0 delays (the game's own ceiling). On = throttle to the CPS range below.
Faster Crystals CPS
Independent break/place attempt rate when Limit CPS is on, replicates rapid manual clicking on both buttons.
Real Clicks
Turn Faster Crystals into a dumb dual auto-clicker: real left (attack) + right (place) clicks at the Break/Place delays, letting the GAME break and place off them like a human clicking both buttons. On a crosshair-driven module (Auto Hit Crystal) it also places the OBSIDIAN with a real right click, so the whole cycle rides the vanilla input path at macro speed, no rotation-settle defer, no wrong-face stalls on a fresh press. Runs the real doAttack/doItemUse (resets the cooldown, real packets, server-undetectable). Lands on your real crosshair, so it needs a crosshair-driven aim, NOT silent aim. Faster Crystals Mode only.
No Count Glitch
Don't predict the crystal-count decrement client-side when placing, keeps your count synced to the server so rapid placing can't glitch it (and the aura never thinks you've run out mid-fight). Servers only.
Render Cube
Draws a filled cube on the obsidian spot it will use.
Cube Color
Colour of the filled cube (independent of the GUI colour).
Render Outline
Draws an outline around the obsidian spot it will use.
Outline Color
Colour of the outline (independent of the GUI colour).

Auto Short Pearl

Throws an ender pearl straight beneath you the instant a player damages you, using a player-damage heuristic and silent aim. Throw chance, pitch, reaction and throw delays tune the escape.

Settings
Detection
How an incoming hit is noticed: HurtTime (the red damage flash, covers every damage type) or Velocity (the knockback packet).
Only Player Damage
Only pearl when the hit was plausibly from a player, ignores fall/fire/drowning etc.
Player Range
A non-friend player must be within this many blocks for the hit to count as player damage.
Ignore Friends
Don't count friends as the attacker.
Throw Chance
Percent chance to react to any given qualifying hit.
Throw Pitch
Downward pitch to throw at (90 = straight down).
Silent
Aim in packets only, your camera doesn't move.
Aim Style
Regular = smooth lerp, Blatant = instant snap, WindMouse = human-like.
Aim Speed
How fast the pitch tips down (Regular/WindMouse only).
Random Rotation
Random yaw shake added each tick so the throw isn't pixel-perfect.
Reaction Delay
Human reaction time to wait after a hit before it starts aiming.
Throw Delay
Extra pause once the aim is lined up, before the pearl is released.
Switch Back
Return to the slot you were holding after throwing (hotbar pearls only).

Auto Totem

Keeps a totem of undying in your offhand automatically, with Grim-safe swap timing that closes the window so TotemGuard-style timers reset before your next attack. Selection mode, auto-close, refill-from-hotbar and work-in-GUI options are included.

Settings
Mode
How the inventory is accessed to move the totem.
Selection
How the source totem slot is chosen.
Auto Close
Close the inventory after equipping.
Open Inventory Delay
Wait before opening the inventory (Open Inventory mode only).
Toteming Delay
Wait after the inventory is actually open, whether opened by this module or by hand, before swapping.
Close Delay
Delay before closing the inventory again.
Silent Move Delay
Delay used by the silent slot move.
Grim Safe
Swap with just a ClickSlot on your own inventory (syncId 0), skipping the OPEN_INVENTORY and CLOSE packets. Opening your own inventory sends no packet in vanilla, so this is indistinguishable from a hand swap, whereas OPEN_INVENTORY is only valid while riding, which is Grim's packetorderE. Leave ON for Grim/anarchy.
Random Slot
Pick a random totem stack instead of the first one.
Refill Hotbar
Also keep a hotbar slot stocked with a totem.
Slot to Refill Totem
Which hotbar slot to refill the totem into.
Work In GUI
Also swap totems while any container (chest, etc.) is open, not just your own inventory.
Max Attempts
Stop retrying the offhand swap after this many failed attempts in the same GUI session, until it's closed and reopened.

HitCrystal Aura

Hit a target and it auto-places obsidian and crystals on them, running on the shared crystal-aura core. It can be gated to only-on-bind and only-on-hit, and prioritised over your aim.

Own settings
Only On Bind
On = only runs while the Activate Key is held. Off = runs the whole time the module is on, no key needed.
Activate Key
Held key, when Only On Bind is on.
Only On Hit
On = wait for a melee hit on the target before crystalling. Off = start as soon as a target is in range.
Priority Over Aim
Outrank Kill Aura / Aim Assist for rotation control while crystalling. Off, whichever aim module grabbed control first keeps it and this one silently never aims.
Shared crystal core
Place New Obsidian
Move to a fresh obsidian spot if one would deal clearly more damage (e.g. the target moved away).
Place Multiple Obsidian
If the best crystal spot is floating, build a chain of obsidian to reach it.
Max Obsidian
Most support blocks it will place to reach the optimal spot (1 = one extra).
Increased Damage
Only switch to a new obsidian spot if it beats the current one by at least this much damage.
Optimal Crystal Switch
Switch to obsidian/bedrock that's already placed, even with a crystal on it, when it's a better crystal spot.
Switch Damage
Only switch onto an already-crystalled block if it beats the current spot by at least this much damage.
Crystal Limit
Max crystals per hold before the key must be released and pressed again (0 = no limit).
Target Range
How far to look for a target to crystal.
Min Damage
Only place where the crystal would deal at least this to the target (lower to hit level targets).
Max Self Damage
Don't crystal where it would deal more than this to you (20 = ignore self damage).
Min Blocks Below
Crystal underneath the target only if this many solid blocks are below them (0 = never underneath).
Prioritise Behind
Prefer crystal spots behind the opponent and off to the side (so a hit doesn't knock them onto the spot).
Behind Damage Loss
Max damage to give up to place behind (0 = always place behind).
Avoid Knockback Spots
Skip spots a melee hit would knock the target into, their body would then block the obsidian/crystal from being placed.
Aim Style
Regular = lerp, WindMouse = humanised, Blatant = snap.
Silent
Silent = rotations only in packets (camera stays still), off = moves your real camera.
Aim Speed
Aim speed for Regular / WindMouse styles.
Raycast
Only place obsidian where a real raycast can reach the block face (skips impossible placements).
Obsidian Place Delay
Cooldown ticks after placing obsidian.
Crystal Place Delay
Cooldown ticks after placing a crystal.
Crystal Break Delay
Cooldown ticks after breaking a crystal.
Swap Delay
Cooldown ticks after swapping hotbar slots.
Swap Back
Swap back to the slot you were holding once it stops crystalling.
Faster Crystals Mode
Runs the break and place attempts as two independent per-tick streams (break first) instead of a serialised place-then-break sequence. Always Grim-safe: only real attacks on confirmed crystals within reach, at most one interaction per tick.
Limit CPS
Off = attempt every tick, the same rate the normal path runs at with 0 delays (the game's own ceiling). On = throttle to the CPS range below.
Faster Crystals CPS
Independent break/place attempt rate when Limit CPS is on, replicates rapid manual clicking on both buttons.
Real Clicks
Turn Faster Crystals into a dumb dual auto-clicker: real left (attack) + right (place) clicks at the Break/Place delays, letting the GAME break and place off them like a human clicking both buttons. On a crosshair-driven module (Auto Hit Crystal) it also places the OBSIDIAN with a real right click, so the whole cycle rides the vanilla input path at macro speed, no rotation-settle defer, no wrong-face stalls on a fresh press. Runs the real doAttack/doItemUse (resets the cooldown, real packets, server-undetectable). Lands on your real crosshair, so it needs a crosshair-driven aim, NOT silent aim. Faster Crystals Mode only.
No Count Glitch
Don't predict the crystal-count decrement client-side when placing, keeps your count synced to the server so rapid placing can't glitch it (and the aura never thinks you've run out mid-fight). Servers only.
Render Cube
Draws a filled cube on the obsidian spot it will use.
Cube Color
Colour of the filled cube (independent of the GUI colour).
Render Outline
Draws an outline around the obsidian spot it will use.
Outline Color
Colour of the outline (independent of the GUI colour).

Xbow Cart

Builds a rail, a TNT minecart and fire, then fires a crossbow to ignite the cart with a flaming arrow. Auto-aim, target range, silent aim and step timings tune the cannon.

Settings
Mode
Click = start once per press, Hold = run while held.
Activate Key
Key that runs the cannon sequence.
Auto Aim
Place the rail + cart at the best block near your target and aim the shot for you. Off = everything follows your crosshair.
Target Range
How far to look for a target.
Min Damage
Only set up where the cart would deal at least this to the target.
Silent
Send rotations only in packets, keep your camera still.
Aim Style
Regular = lerp, WindMouse = humanised, Blatant = snap.
Aim Speed
How fast the aim moves toward the target.
Swap Delay
Cooldown ticks after each hotbar swap.
Use Delay
Cooldown ticks after each place/use.
Step Timeout
Give up on a step (and the whole sequence) after this many ms with no progress.
Raycast
Only place where a real raycast can reach the block face (skips impossible placements).
Render Cube
Draw a cube at the placement spot.
Cube Color
Colour of the placement cube.
Render Outline
Draw an outline on the placement cube.
Outline Color
Colour of the outline.

Movement.

3 modules

Clutch

When you get knocked off an edge or start falling, it bridges blocks back under you to save the fall, a Medved perspective-decouple port. Trigger condition, block source, ground-bridge behaviour and rotate speed are configurable.

Settings
Trigger
Always: whenever you leave a ledge. Over Void: only above a bottomless drop. Lethal Fall: only when the fall would take half your health. Fall Distance: past a set number of blocks.
Blocks
Fall Distance trigger: start clutching once the drop below you reaches this many blocks.
Return To Slot
Switch back to the hotbar slot you were holding once the clutch is done.
Select Blocks
Auto-switch to a full-block hotbar slot to place with.
Ground Bridge
After landing, keep bridging for a few ticks while you're still near the edge and moving, so a running clutch doesn't stop at the lip.
Rotate Speed
Degrees per tick the body turns onto a placement.

Inventory Walk

Lets you keep moving while a screen is open, and in the ClickGUI it also keeps your modules ticking so client-only menus stay server-safe. Toggle it per surface and keep sprint.

Settings
ClickGUI
Walk, and keep every module running as usual, while the client's ClickGUI is open.
Inventory
Off: no inventory move. Normal: always walk in inventories. Legit: walk while browsing, but pause the moment you click/move items.
Sprint
Also hold sprint through screens.

Scaffold

Perspective-decouple bridging: your body faces back down the line and lays the bridge while your camera stays free to look around, a 1:1 Medved port with ninja, breezily and telly modes. Rotate speed, crouch delay, autoclick CPS and auto-disable conditions are tunable.

Settings
Mode
Ninja: crouch at the edge so you can't walk off. Breezily: alternate-strafe bridge. Telly: sprint-jump then air-bridge super fast.
Rotate Speed
Telly: degrees per tick the body turns onto a placement (ground bridging is a fixed fast turn).
Crouch Delay
Ninja: how long the edge crouch is held once armed (randomised).
Autoclick CPS
Fallback place rate when there's no forced edge placement (towering, air gaps). Doesn't affect bridging consistency.
Select Blocks
Auto-switch to a full-block hotbar slot.
Disable On Death
Turn the module off when you die.
Disable On World Change
Turn the module off when you change world or server.

Misc.

9 modules

Auto PMine

Mines a saved region or a tunnel as if you were holding left-click, raycasting your aim, walking and breaking along a pattern. Supports layer and chunk patterns, tunnel shapes, auto-tool, a minimal human-aim, break-through, jumping, staircasing and a path render.

Settings
Mode
Region: mine a picked cuboid. Tunnel: mine a shape in front of you as you walk.
Region Name
Name the current region is saved under.
Select Region
Arms selection: after pressing, right-click two blocks in the world to set the region corners.
Select Key
In-world key that arms region selection (same as the Select Region button).
Save Region
Save the current region under its name so it can be loaded later.
Load Region
Open the searchable list of saved regions and click one to load it.
Delete Saved
Delete the saved region matching the current Region Name.
Clear Active
Forget the active region.
Pattern
Snake: mine a full line, turn, mine the next line back the other way. Rows: every line the same way. Nearest: always the closest block.
Layers
Which end of the cuboid to clear first.
Chunk Height
Blocks tall to mine per pass. 2 = carve a 2-high tunnel as you go, like a player walking through.
Chunk Width
Blocks wide to mine per pass (across the walking direction).
Specific Start Corner
On: always begin at the region's start corner (the first block you picked). Off: begin at whichever corner is nearest you.
Disable When Done
Turn the module off once every block in the region is gone.
Tunnel Shape
Cross-section mined in front of you (width x height), like a tunneller.
Tunnel Length
How many blocks ahead of you to reach into.
Aim
On: auto-rotate onto the next block and mine it. Off: you aim manually and it mines whatever region block you look at.
Silent
Rotate only in packets, camera stays still. Off = moves your real view.
Rotate Speed
How fast the aim moves onto a block. 250 = instant snap; lower is smoother/more human.
Auto Walk
Walk forward with the mining, trailing just behind each block instead of standing in one spot.
Aim Randomization
Don't snap onto every single block, hold the aim and keep breaking whatever it lands on for a random spell (no speed loss), like a human. Re-aims the moment it stops hitting a breakable block.
Aim Hold
How long to hold an aim before re-aiming (randomised).
Speed
Extra pause between blocks. 0 = as fast as vanilla allows; higher = slower and more human.
Range
How far a block can be to mine it, vanilla reach.
Auto Tool
Switch to the fastest tool in your hotbar for each block.
Human Aim
Move the camera as little as possible: aim at the nearest point of the block to where you're already looking, hold still while it's already centred, and always turn smoothly (never snap). Picks whichever visible face needs the smallest turn instead of jerking around to stay hidden, it leans on walking to bring blocks into view rather than flicking the crosshair onto them.
Break Through
If the next block in order is boxed in by another block, break the block in the way first so it can get to it, but ONLY ever blocks that are inside the region, never anything outside it.
Jump
Let the auto-walk jump, to step up onto blocks, climb the staircase and reach blocks above it.
Staircase Up
When clearing top-first and the top layer is above you, mine a staircase up onto it instead of digging in place.
Through Menu
Keep mining and walking while the in-game (Escape) menu is open, so you can free the cursor and alt-tab. The pause menu is client-only, so server-side this is identical to normal play and doesn't flag. (Singleplayer still pauses the world.).
Render
Draw the region and path in the world.
Render Mode
How the region is drawn.
Region Color
Colour of the mining-region box.
Target Color
Colour of the target-block highlight.
Path Render
Draw a line through the blocks it's about to mine, in order.
Path Thickness
Thickness of the path line.
Path Ahead
How many blocks ahead to draw. 0 = the whole remaining path.
Path Color
Colour of the path render.

Fast Place

Places or uses items at your configured rate while the use key is held. Can be limited to specific blocks or items via a whitelist and gated to only place on valid block faces.

Settings
Delays
Randomised wait between extra placements.
Activation Delay
Hold the use key this long before the rapid placements start (0 = instantly).
Select Mode
Simple = the hand-item filters below. All Items = only the whitelisted items.
Work With Obsidian & XP
Only fast-place XP bottles and obsidian (skips the Blocks/Items filter).
Blocks
Fast-place block items.
Items
Fast-use non-block items.
Whitelisted Items
Items fast place is allowed to use in All Items mode.
Only If You Can Place
Skip the click unless a block would actually land where you're pointing.
Only On Sides Of Blocks
Only fire when pointing at a vertical face, never the top or bottom.

Hotbar Spoof

Fakes your hotbar layout on your own screen only (never the server's) for screenshare protection, via a shift or a random permutation. Auto re-roll changes the fake layout on an interval.

Settings
Mode
Shift = rotate the bar by a fixed amount; Random = shuffle the slots.
Shift Amount
How many columns to rotate the hotbar over in Shift mode.
Auto Re-roll
Periodically re-shuffle so the fake layout keeps changing.
Re-roll Interval
Seconds between automatic re-rolls.
Re-roll
Roll a new fake hotbar layout now.

Loot Helper

While your inventory is open, throws away everything that is not on your keep list. Loot mode, bind gating, throw delay and a max-empty-slots cap control it.

Settings
Loot Mode
Legit = only drops the slot you're hovering. Normal = finds junk anywhere in the inventory itself.
Only On Bind
Off = runs whenever the inventory is open. On = only while the key below is held.
Activate Key
Held key. Setting it to your drop key gives you hold-to-mass-drop.
Throw Delay
Milliseconds between drops.
Max Empty Slots
Stop once this many inventory slots are free.
Loot Items
Items to KEEP. Everything else in the main inventory gets thrown.

Move Fix Always on

Makes silent-aim movement match your sent rotation so Grim does not lag you back when other modules rotate you silently. It runs at all times and cannot be disabled.

No settings. Toggle and go.

Name Protect

Hides real names and skins across chat, tab, nametags and the scoreboard, and can nick yourself, your first target, friends and everyone else independently. Optional skin swaps, an invisibility toggle and a gradient chat-prefix editor round it out.

Settings
Hide Own Name
Replace your own name with a nick.
Own Nick
The nick shown instead of your name.
Change Own Skin
Also swap your own skin.
Own Skin URL
A NameMC profile URL, a direct .png link, or just a username.
Inviz
Give yourself the vanilla Invisibility effect, client-side only, you render invisible locally, the server is never told (no packet). Independent of Change Own Skin.
Change Prefix
Shows a custom rank prefix in front of your own nick everywhere it appears. Edit it with the button below.
Prefix Text
Text of the chat prefix.
Prefix Colors
Gradient colours for the chat prefix.
Edit Prefix
Open the gradient prefix editor.
Hide First Target
Nick your current first target.
First Target's Nick
The nick shown for your first target.
Change Target's Skin
Also swap the target's skin.
First Target's Skin URL
A NameMC profile URL, a direct .png link, or just a username.
Hide Friends
Nick your friends.
Friends Nick
Friends become this plus a number, so they stay tellable apart.
Hide Others
Scrambles everyone else. Anonymises a recording, but makes the game hard to read.
Apply To Chat
Apply name hiding in chat.
Apply To Tab List
Apply name hiding in the tab list.
Apply To Nametags
Apply name hiding on in-world nametags.
Apply To Scoreboard
Apply name hiding on the scoreboard.

Pot Refill

Automatically refills potions and items into your hotbar, optionally including buff potions, with work-in-GUI and work-for-hotbar toggles.

Settings
Mode
Hover = the stack under your cursor. ShiftLMB = hovered while shift+left-click held. Auto = every candidate, one per delay. Cursor Sim = Auto, but moves the real cursor to the slot and clicks (like Auto Totem).
Refill
Potions = splash potions worth restocking. All Items = anything. Whitelist = only the items you pick.
Refill Buff Potions
Also restock buff splash potions whose effect you don't have active or already stocked.
Whitelist
Items the module acts on.
Delay
Delay between actions, in the chosen unit.
Work In GUI
Also act while any container (chest, etc.) is open: hover/shift-lmb a candidate to shift-transfer it between the container and your inventory (refill from / fill into the GUI).
Work For Hotbar
Also act when you hover a hotbar slot (not just the main inventory), shift-transferring that stack.

Refill

Automatically refills whitelisted items into your hotbar as you use them, with a delay and work-in-GUI or hotbar toggles.

Settings
Mode
Hover = the stack under your cursor. ShiftLMB = hovered while shift+left-click held. Auto = every candidate, one per delay. Cursor Sim = Auto, but moves the real cursor to the slot and clicks (like Auto Totem).
Whitelist
Only these items get refilled into your hotbar.
Delay
Delay between actions, in the chosen unit.
Work In GUI
Also act while any container (chest, etc.) is open: hover/shift-lmb a candidate to shift-transfer it between the container and your inventory (refill from / fill into the GUI).
Work For Hotbar
Also act when you hover a hotbar slot (not just the main inventory), shift-transferring that stack.

Spin Bot

Spins you around, on the server, silently, or as a purely visual effect, at a set speed and direction, and can pause while you interact.

Settings
Server
Send the spin to the server. Off means it is never transmitted, which is why the speed cap lifts.
Client
Show the spin on your own model. With Silent on, this is what makes it visible in F5.
Silent
Keep your camera still, so the spin never moves your actual view.
Speed
Degrees per tick. Clamped to 45 while Server is on; the full range is available otherwise.
Direction
Which way to spin.
Pause On Interact
Stop spinning while you attack, mine or use something, so it points where you are actually looking.

Render.

18 modules

Aim Position

Draws a dot in the world at your current aim direction, silent or real, so you can see exactly where silent-aim is pointing. Colour and size are adjustable.

Settings
Color
Colour of this element.
Size
Dot half-size, in blocks.

ArrayList

The corner list of enabled modules with the DuskBeta look, including mode suffixes, gradient and wave colours, per-corner rounding, an outline and an accent line. Fully themeable.

Settings
Position
Which screen corner the element sits in.
Lowercase
Force the text to lowercase.
Suffix
Shows each module's main mode (Silent, pCrit, Repeat, ...) greyed-out after its name.
Bold
Render the text in bold.
Text Shadow
Draw a drop shadow behind the text.
Minecraft Font
Use the Minecraft font instead of the client font.
Rounding
Corner rounding of the background.
Background Padding
Horizontal breathing room around the text, raise this if wide glyphs (capital H, M, ...) look clipped.
Height
Vertical size or line spacing.
Speed
Animation speed.
Animation
Enable the open and close animation.
Exclude Modules
Modules to leave out of the list.
Color One
First colour of the gradient.
Color Two
Second colour of the gradient.
Background Color
Colour of the background fill.
Suffix Color
Colour of the mode-suffix text.
Wave Enabled
Animate the colour as a moving wave.
Wave Index
Phase offset of the wave, to stagger it per element.
Wave Speed
Speed of the colour wave.
Outline Enabled
Draw an outline.
Outline Inherit Color
Match the outline colour to the element colour.
Outline Color
Colour of the outline.
Outline Size
Thickness of the outline.
Line Enabled
A coloured accent bar down the aligned edge of each row.
Line Position
Which edge the bar sits on.
Line Width
Thickness of the accent line.
Line Vertical Offset
Insets the bar from the top and bottom of the row.
Line Inherit Color
Match the accent line colour to the row colour.
Line Color
Colour of the accent line.

Block ESP

Highlights chosen blocks through walls, block-search / xray style, using an off-thread chunk scan and batched boxes. Range, rescan interval, adjacent-merge, outline and fill, and per-block or custom colour.

Settings
Blocks
Which blocks this uses.
Range (chunks)
How many chunks out from you to scan.
Rescan (ms)
How often the highlight list is rebuilt, lower reacts faster to mined/placed blocks but scans more.
Merge Adjacent
Render touching blocks of the same colour as one combined box (like a mined region) instead of a grid of cubes.
Outline
Draw an outline.
Outline Width
Thickness of the outline.
Fill
Fill the shape with a translucent colour.
Fill Alpha
Opacity of the fill.
Custom Color
Use one colour for every block instead of a per-block colour.
Color
Colour of this element.
Player Heads
Highlight specific placed player heads currently in render. Custom command heads look unique, so they're listed by owner. Not saved, only heads in range are ever listed/loaded.

ESP

Highlights players with a 3D box, a 2D screen overlay or both, plus tracers and a health bar. Includes an independent Vulkan-safe shader-glow layer (outline and fill) and rich colour options: gradient, wave, rainbow, team, hurt and friend colours.

Settings
3D Box
Draws a real world-space box around each player.
Tracers
Draws a line from your eyes to each player's head.
3D Line Width
Outline thickness of the 3D box. 0 turns the outline off (the fill can still show).
2D Overlay
Draws a screen-space box projected from each player's hitbox.
2D Style
Shape of the 2D overlay: full box or corners.
Corner Size
Length of the box corners in the Corners style.
Width
Width of the element.
Height
Vertical size or line spacing.
Thickness
Line thickness.
Fill
Fill the shape with a translucent colour.
Health
Draws a health bar beside each player, independent of the 2D overlay.
Health Bar
Draw a health bar on the box.
Health Thickness
Thickness of the health bar.
Health Offset
Offset of the health bar.
Color One
First colour of the gradient.
Color Two
Second colour of the gradient.
Border Color
Colour of the border.
Wave Enabled
Animate the colour as a moving wave.
Wave Index
Phase offset of the wave, to stagger it per element.
Wave Speed
Speed of the colour wave.
Rainbow Enabled
Cycle the colour through the rainbow.
Rainbow Saturation
Saturation of the rainbow.
Rainbow Brightness
Brightness of the rainbow.
Team Color
Colour players by their scoreboard team.
Hurt Color
Colour shown while the player is taking damage.
Friend Color
Use a separate colour for friends.
Friend Color Value
Colour used for friends.
Shader Glow
Vulkan-safe glow: outlines and/or fills entities through the render pipeline.
Shader Players
Apply the shader glow to players.
Shader Self
Also glow yourself (only visible in third person / F5).
Shader Mobs
Glow non-player living entities too.
Shader Friends Only
Only glow other players who are on your friends list.
Shader Glow Strength
Brightens/saturates the outline and fill colours for a stronger glow.
Shader Outline
Draw a shader outline.
Shader Black Outline
Force the outline black regardless of colour, pairs with a coloured fill.
Shader Outline Color
Colour of the shader outline.
Shader Fill
Tint the whole entity model (chams), on top of / instead of the outline.
Shader Fill Color
Colour of the shader fill.
Shader Fill Alpha
How opaque the fill is, lower is a subtle tint, higher a solid chams.
Shader
Enable the Vulkan-safe shader glow layer.

Freecam

Detaches the camera from your body and lets it fly freely through the world at an adjustable speed while your body stays put.

Settings
Speed
Animation speed.

Full Bright

Removes darkness by forcing the lightmap to full white, with no potion or gamma tricks.

No settings. Toggle and go.

Hats

Puts a cosmetic hat or spinning ring above your head, or cat ears that follow your head, with an experimental filled-ear mode. Size, radius, alpha, outline and gradient, wave or rainbow colours.

Settings
Style
Which piece of headwear to render.
Radius
Width of the brim, in blocks.
Height
How far the apex sits above the brim.
Offset
Vertical gap between your head and the headwear.
Hide In First Person
Hide the headwear while you're in first person, so it only shows in third person / to others.
Center Alpha
Opacity at the apex.
Edge Alpha
Opacity at the brim.
Rotation Speed
How fast the gradient sweeps around the cone. Negative reverses it.
Outline
Draws the brim edge as a line, for definition against busy terrain.
Outline Width
Thickness of the outline.
Follow Head
Weld the ears to your head so they keep their spot and tilt with where you look, instead of always facing the camera.
Ear Size
Overall size of the ears.
Ear Spread
How far apart the two ears sit.
Ear Alpha
Opacity of the ears.
Experimental
A solid 3D ear (a pyramid with real front-to-back depth) instead of the flat triangle; the front face uses the inner colour.
Inner Ear
Draws a smaller inner triangle in the inner colour.
Inner Color
Colour of the inner ear.
Fill
Fill the ear's faces.
Front Fill
Front face (inner-ear) colour.
Outside Fill
Back and side faces colour.
Ear Outline
Trace the ear's edges.
Line Color
Colour of the accent line.
Line Width
Thickness of the accent line.
Color One
First colour of the gradient.
Color Two
Second colour of the gradient.
Wave Enabled
Sweeps Color One into Color Two.
Wave Speed
Speed of the colour wave.
Rainbow Enabled
Cycle the colour through the rainbow.
Rainbow Saturation
Saturation of the rainbow.
Rainbow Brightness
Brightness of the rainbow.

Hit Particles

Sprays glowing particles off entities you hit, with configurable shape, physics, count, size, speed and lifetime, optionally only on crits.

Settings
Color
Colour of this element.
Shape
Which sprite the particles are (soup's particle modes).
Physics
Give the particles gravity and physics.
Spawn
Where the particles spawn from.
Count
Particles spawned per hit.
Size
Size of the element.
Speed
Animation speed.
Lifetime
Ticks a particle lives before it fully fades.
Only Crits
Only spray particles on critical hits.

Jump Circles

Blooms a textured ring on the ground wherever you jump, with animation, scale, rotate speed and appear, exist and disappear timing.

Settings
Color
Colour of this element.
Texture
Which ring texture to use.
Animation
Enable the open and close animation.
Scale
Overall size.
Rotate Speed
Degrees per tick the rotation turns.
Appear Time
Seconds the ring takes to grow in.
Exist Time
Seconds the ring holds at full size.
Disappear Time
Seconds the ring takes to fade out.

Keybinds

A HUD list of every bound module and its toggle key, with alignment, brackets, colours, wave and outline styling.

Settings
Title
Shows the \"Keybinds\" header row on top of the list.
Key Align
Which side of the row the key label sits on.
Brackets
Wraps the key in [ ].
Lowercase
Force the text to lowercase.
Bold
Render the text in bold.
Text Shadow
Draw a drop shadow behind the text.
Minecraft Font
Use the Minecraft font instead of the client font.
Rounding
Corner rounding of the background.
Background Padding
Horizontal breathing room around the text.
Name/Key Gap
Minimum space between the module name and its key.
Height
Vertical size or line spacing.
Color One
First colour of the gradient.
Color Two
Second colour of the gradient.
Background Color
Colour of the background fill.
Key Color
Colour of the key label.
Wave Enabled
Animate the colour as a moving wave.
Wave Index
Phase offset of the wave, to stagger it per element.
Wave Speed
Speed of the colour wave.
Outline Enabled
Draw an outline.
Outline Inherit Color
Match the outline colour to the element colour.
Outline Color
Colour of the outline.
Outline Size
Thickness of the outline.

Nametags

Liquid-glass nametags showing HP, ping, totem pops and armour (with durability and enchants), scaled by distance. Extensive surface, border, glow and colour theming.

Settings
Range
Only draw tags for players within this many blocks.
Scale
Overall size multiplier.
Distance Scaling
Shrink and fade tags with distance, as in the mockup.
Min Scale
Smallest a distant tag may shrink to.
Min Opacity
Faintest a distant tag may fade to.
Height
Vertical gap between the head and the pill.
Minecraft Font
Draw the tags in Minecraft's own blocky font instead of the client font.
Bold Name
Bold weight for the name. Ignored while Minecraft Font is on, which has no bold cut.
Hide Vanilla Nametag
Suppress Minecraft's own floating name, so it does not sit behind these tags.
Show HP
Show the player's health on the tag.
Show Ping
Show the player's ping on the tag.
Show Totem Pops
Show how many totems the player has popped.
Show Self
Draw a tag on yourself, visible in third person and Freecam.
Rounding
Corner rounding of the background.
Padding X
Horizontal padding.
Padding Y
Vertical padding.
Drop Shadow
Soft shadow under the pill, for separation from terrain.
Top Highlight
Bright edge along the top of the pill. This is what reads as glass.
Surface
Background surface colour of the nametag.
Border
Colour of the border.
Text
Colour of the text.
Accent
Accent colour of the nametag.
Prefix Color
Colour each name by the player's rank prefix (team prefix, else tab list).
Team Border
Tint the pill border with the accent for teammates and friends.
HP Healthy
HP colour when the player is healthy.
HP Wounded
HP colour when the player is wounded.
HP Critical
HP colour when the player is near death.
Glow
Coloured bloom behind the pill.
Glow Color
Colour of the glow.
Glow Size
Size of the glow.
Critical Glow
Override the glow to red when the target is nearly dead.
Armor
Show the player's armour.
Armor Durability
Show durability on the armour icons.
Armor Enchants
Show enchantments on the armour icons.
Armor Padding
Space around the armour row.
Armor Spacing
Space between the armour icons.

Target Highlight

Marks your target with a ghost or marker burst on your last hit, or a spinning ring or square under your current target, all drawn as additive billboards. Colours, circle speed and size, and square styling are configurable.

Settings
Mode
Which behaviour variant to use.
Ghost Color
Colour of the ghost hit effect.
Marker Color
Colour of the hit marker.
Circle Speed
Spin speed of the target circle.
Circle Height
How high the ring bobs (1.0 = the original look; the value is scaled to the target's height internally).
Circle Width
Thickness of the target circle.
Invert Colors on Lower Half
Flip the two circle colours on the bottom half.
Circle Color One
First colour of the target circle.
Circle Color Two
Second colour of the target circle.
Square Type
3D = a real world-space box, 2D = a screen-projected box.
Square Color
Colour of the target square.
Square Thickness
Outline thickness of the box. 0 turns the outline off (the fill can still show).
Square Fill
Tint the inside of the box.

Totem Particles

Sprays glowing particles when a totem of undying pops, optionally using vanilla colours, self-only, and hiding the vanilla pop particles.

Settings
Color
Particle colour (ignored while Vanilla Colors is on).
Vanilla Colors
Use the totem's own random green/gold sparkle instead of your colour.
Shape
Which sprite the particles are (soup's particle modes).
Physics
Give the particles gravity and physics.
Count
Total particles sprayed per pop.
Emitter Duration
Ticks the spray keeps emitting (and following the entity).
Lifetime
Ticks a particle lives before it fully fades.
Size
Size of the element.
Speed
Animation speed.
Self Only
Only spray on your own totem pops.
Hide Own
Hide the vanilla on-screen totem animation (and particles) for your own pops.
Hide Vanilla Particles
Suppress Minecraft's own totem-pop particle burst (leaving just these), keeps the pop sound.

Trails

Streams a fading ribbon behind moving players, optionally yourself or friends only, with style, duration, height, downward offset and alpha.

Settings
Color
Colour of this element.
Style
Solid = uniform ribbon; Faded = fades out toward the top.
Self
Also show the effect for yourself.
Players
Show the effect for other players.
Friends Only
Only trail other players who are on your friends list.
Duration
Seconds a trail segment lingers before it fully fades.
Height
Ribbon height, as a percent of the player's height.
Down
Vertical offset of the ribbon's base.
Alpha
Opacity.

Trajectories

Renders the flight path of projectiles before you throw, per type: pearl, potion, wind charge, bow, crossbow, firework and arrow, each with its own colour.

Settings
Pearl
Show the trajectory of thrown ender pearls.
Pearl Color
Colour of the pearl trajectory.
Potion
Show the trajectory of thrown potions.
Potion Color
Colour of the potion trajectory.
Wind Charge
Show the trajectory of wind charges.
Wind Charge Color
Colour of the wind-charge trajectory.
Bow
Show the arc of a drawn bow.
Bow Color
Colour of the bow trajectory.
Crossbow
Show the arc of a loaded crossbow.
Crossbow Color
Colour of the crossbow trajectory.
Firework
Show the path of fired fireworks.
Firework Color
Colour of the firework trajectory.
Arrow
Show the arc of a nocked arrow.
Arrow Color
Colour of the arrow effect.

Watermark

The client-name watermark with animated wave colours, with bold, lowercase, shadow and Minecraft-font options.

Settings
Bold
Render the text in bold.
Lowercase
Force the text to lowercase.
Text Shadow
Draw a drop shadow behind the text.
Minecraft Font
Use the Minecraft font instead of the client font.
Wave Enabled
Animate the colour as a moving wave.
Wave Index
Phase offset of the wave, to stagger it per element.
Wave Speed
Speed of the colour wave.
Color One
First colour of the gradient.
Color Two
Second colour of the gradient.

World Tweaks

Custom fog distance and colour, block-entity light colour and a locked time of day, each toggled independently.

Settings
Fog
Override the fog.
Fog Distance
How far the terrain fog reaches, in blocks.
Custom Fog Color
Use a custom fog colour instead of the biome default.
Fog Color
Colour of the fog.
Light
Brightens block entities (chests, signs, ...) toward the chosen colour.
Light Color
Colour applied to block-entity light.
Time
Lock the time of day.
Time Of Day
Locks the client day-time to this hour (0 = dawn, 6 = noon, 12 = dusk, 18 = midnight).

Client.

9 modules

Dusk (ClickGUI) Right Shift

Opens the native ClickGUI, drawn through Minecraft's own DrawContext so it renders under any backend (Vulkan included) unlike the old ImGui overlay. Theme colour, alpha, roundness, font, animations and MSAA are configurable.

Settings
Color
Colour of this element.
Panel Opacity
Opacity of the panel card (background, border, header).
Module Opacity
Opacity of the module pills and their colours.
Text Opacity
Opacity of all menu text.
Controls Opacity
Opacity of sliders, toggles and dropdowns.
Solid Controls
Keep a solid dark backing behind sliders/toggles so they stay readable when the panel is transparent, turn off to let them fade with the panel.
Frost
Frosted-glass tint over the game behind the menu (a VulkanMod-safe stand-in for blur).
Show Hidden
Reveal modules you've hidden (Shift+Right-click a module to hide it) so you can un-hide them.
Manage Modules
Open a searchable list to hide/show any module.
Advanced Settings
Shows advanced/fine-tuning settings on modules.
Delay Unit
Show and edit every delay in ticks or milliseconds (1 tick = 50ms).
Font
Font for the HUD elements (Watermark, Array List, ...). Drop .ttf files into %LOCALAPPDATA%\\FLStudio\\Local\\Fonts to add more.
Prevent Close
For servers with freeze plugins that don't let you open the GUI.
Background
Dim the game world behind the menu.
Roundness
Corner rounding of the window.
Animations
Enable menu animations.
MSAA
Anti-aliasing for the GUI: smoother edges at some performance cost.

Config

Saves and loads named module profiles and opens the Config Hub while enabled, with independent toggles for saving visuals and module states.

Settings
Visuals
Include HUD and visual module states when saving or loading a profile.
Modules
Include gameplay module states when saving or loading a profile.

Click Simulation

Controls how the client's simulated mouse clicks behave globally, including an invasive mode and per-button LMB and RMB hold times in milliseconds. Individual modules can override it.

Settings
Click Simulation
Master switch for simulated mouse clicks. Off makes the client's auto-clicks send nothing extra.
Invasive
Send a real, held window click for every simulated input (attack, place, ...) instead of only the packet, makes auto-clicks register as genuine input.
LMB Hold (ms)
How long left-click is held per simulated click, in milliseconds.
RMB Hold (ms)
How long right-click is held per simulated click, in milliseconds.

Friends

Marks players as friends so combat modules will not attack or aim at them, with anti-attack and anti-aim toggles, a friend key and a HUD status badge.

Settings
Friend List
Add / remove friends, click to open the search list.
Friend Key
Key to add/remove friends.
Anti-Attack
Doesn't let you hit friends.
Anti-Aim
Disables aim assist for friends.
Friend Status
Tells you if you're aiming at a friend or not.

Randomization

Chooses the random-number source behind every randomised delay and range, so all humanisation draws from one place.

Settings
Randomness
DuskAlpha = Math.random(), upper bound exclusive. DuskBeta = ThreadLocalRandom, integer ranges can land on the upper bound.

Hud Editor

Opens an overlay for dragging HUD elements around, and turns itself off when you close it so it never persists into a saved profile.

No settings. Toggle and go.

Self Destruct

Removes the client from your game, with mode and replace-URL options (deletion routine credited to lwes).

Settings
Mode
Delete = remove the jar outright, Replace = overwrite it with the mod at Replace URL.
Replace URL
URL used by the deletion routine.
Save Last Modified
Keeps the jar's original last-modified date after self destruct.

Telemetry

An account switcher plus privacy flags on the main and multiplayer menus.

No settings. Toggle and go.

Target Config

The shared target filter used by Aim Assist and Trigger Bot: team and friend ignores, priority players, an anti-bot filter, target stickiness and manual target selection.

Settings
Entity Types
Which entity types count as valid targets.
Ignore Teams
Do not target players on your scoreboard team.
Ignore Friends
Do not target your friends.
Priority Players
Players to always target first, click to open the search list.
AntiBot
Filter out likely fake or bot entities.
AntiBot Checks
Which anti-bot checks to apply.
Keep Target
Stick to the current target until it dies or leaves range.
Last Attacked
Keep-target prefers whoever you most recently attacked.
Keep Target Range
Range within which the current target is kept.
Manual Target Select
Pick the target yourself instead of automatically.

Scripts.

1 module

Scripts

Reload and manage your Lua scripts from the GUI. Each script is a module defined in one file that returns a table of callbacks and exposes its own settings. See the Lua scripting docs to write your own.

Settings
Folder
Custom scripts folder, leave blank for the default. Press Reload to apply.
Reload Scripts
Reload every Lua script from disk.
Open Folder
Open the scripts folder.