- 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.