06 / Modules

Network

Packet timing: delay, hold and rewind. 5 modules, 49 settings.

BackTrack

Cheat11 settings

Keeps what you're fighting where you saw it while it backs away.

SettingTypeWhat it does
DelaySliderHow far behind the world plays while it holds, in milliseconds.
MinDistanceSliderOnly once the target is further than this (closer, your hits land anyway).
RangeSliderLets go once the target is really further away than this, in blocks.
HoldEverythingToggleHold all the server sends but chat, sounds and the like, so you look like you're lagging and hits on where you.
FlushOnHurtToggleLet everything go the moment you're hit, so you take the knockback on time.
CooldownSliderMilliseconds after a hold ends before the next can start.
OnlyHittableToggleOnly while the target can take damage (its hurt animation is over).
BothWaysToggleHold what you send too, so the server sees your side of the fight on the same delay.
ReleaseWhenHittableToggleBothWays: let go just as the target can be hurt again.
ESPToggleShow where the server really has the target while it holds.
ColorColourColour of that box (Theme: the menu's theme colour).

Disabler

Cheat10 settings

Leaves out or rewrites packets that server-side checks read.

SettingTypeWhat it does
FilterToggleNever send the packet types picked below.
KeepAliveToggleFilter: keep-alive replies (without them the server times you out after 30 seconds).
TransactionsToggleFilter: transaction replies.
SwingsToggleFilter: arm swings.
ActionsToggleFilter: sprint, sneak and other entity actions.
DiggingToggleFilter: digging and letting go of items.
AbilitiesToggleFilter: abilities (flying state).
IdleToggleFilter: movement packets with neither a position nor a turn.
IdleOnlyStillToggleFilter: leave those out only while you aren't moving.
RotationsModeOff. Strip: movement packets go out without your look. Zero: every movement packet looks at yaw 0, pitch 0.

FakeLag

Cheat8 settings

Makes you lag for everyone else, not for yourself.

SettingTypeWhat it does
ModeModeConstant: everything you send arrives Delay late. Approach: only while you close in on a player, so you reach them.
DelaySliderHow long your packets are held (Pulse: each freeze), in milliseconds.
RangeSliderApproach, Pulse: players within this many blocks count.
MinRangeSliderPulse: stops once a player is this close, so your hits aren't late.
FovSliderPulse: only players within this angle in front of you (360 = all around).
WeaponsOnlyToggleApproach, Pulse: only while you hold a sword.
AllowToolsToggleApproach, Pulse: an axe, pickaxe or shovel counts as a weapon too.
ShowPositionToggleApproach, Pulse: in third person, show where the server has you while it lags.

LagRange

Cheat11 settings

Lags you while you close in on a player.

SettingTypeWhat it does
CloseDelaySliderMilliseconds your packets wait while they're within 6.5 blocks (0: no lag that close).
FarDelaySliderMilliseconds your packets wait while they're further out (0: the same as CloseDelay).
MaxLagSliderSeconds one lag lasts at most.
RangeSliderHow close a player you're closing in on must be for it to start, in blocks (Speed adds a block a level).
BlockOnLagToggleBlock with your sword the tick before a close lag starts.
RandomLagToggleAlso lag now and then with nobody near, looking at nothing.
InvisiblesToggleInvisible players count too.
WeaponOnlyToggleOnly while you hold a sword or an axe.
FlushOnUseToggleUsing anything but a sword sends everything first.
PauseHoldingItem filterNever lag while you hold one of these.
ShowPositionToggleIn third person, show where the server has you while it lags.