1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
# Lodestone
An **external** cheat menu for Minecraft Java Edition — single player, for
learning how the JVM lays out its heap.
External means external. Lodestone is a separate process that never puts a
single byte of its own code inside the game:
- no mod, no Fabric/Forge entrypoint, no mixin
- no injected DLL, no `LoadLibrary`, no remote thread
- no JVMTI agent, no JDWP, no launch flags — the game runs completely stock
The only privileged calls it makes are `OpenProcess`, `ReadProcessMemory` and
`WriteProcessMemory`. Everything else is interpretation.
Verified against **Minecraft 26.2** (Fabric, Java 25) on Windows 11.
## The problem with an external for a Java game
A normal game trainer follows a static pointer chain: a fixed offset in the
main module, a few dereferences, a player struct. A JVM gives you none of that.
There are no exported symbols for game objects, the layout of a Java class is
decided at runtime, and the garbage collector *moves objects*, so any address
you write down is stale the moment a GC runs.
What HotSpot does give you is a description of itself.
## VMStructs: the VM describing its own C++ layout
`jvm.dll` exports a table that `jhsdb` and the Serviceability Agent use to
debug a live JVM from outside the process:
```
gHotSpotVMStructs -> VMStructEntry[] { typeName, fieldName, isStatic, offset, address }
gHotSpotVMTypes -> VMTypeEntry[] { typeName, superclassName, size }
gHotSpotVMStructEntryArrayStride, …Offset -> how to walk the arrays above
```
Read that table and you know the byte offset of every field of every HotSpot
internal structure *for this exact build* — no hardcoded offsets, nothing to
update when the JDK changes. `lodestone probe` dumps it:
```
VMStructs: 581 fields, 332 types, 346 int consts, 97 long consts
compressed oops base 0x0 shift 3
compressed klass base 0x0 shift 0
Klass _name +24
InstanceKlass _fieldinfo_stream +448
```
## From there to `player.position.x`
```
ClassLoaderDataGraph::_head static address, straight out of VMStructs
-> ClassLoaderData::_klasses linked list of Klass* via _next_link
-> Klass::_name Symbol* -> "net/minecraft/client/Minecraft"
-> InstanceKlass::_fieldinfo_stream UNSIGNED5 records -> field names + offsets
-> Klass::_java_mirror the java.lang.Class object: where statics live
-> static field `instance` the Minecraft singleton
-> instance field `player` LocalPlayer
-> `position` Vec3
-> `x` a double, at a known offset
```
Two details make this work at all:
**Field names.** JDK 21 replaced the old `u2[]` field array with
`_fieldinfo_stream`, a stream of UNSIGNED5-packed records
(`name sig offset access flags Optionals(flags)`). Lodestone decodes it, then
resolves each name/signature index through the class's constant pool — except
for VM-injected fields, which index HotSpot's own `vmSymbols` table instead.
**Objects move, metadata does not.** `Klass` and the field stream live in
Metaspace and never move, so offsets can be cached forever. Object addresses
cannot: every tick re-walks from `Minecraft.instance`, a static field in a class
mirror, which is a stable root.
## What it will not do
**It never writes an object reference.** The JIT emits GC write barriers around
reference stores; forging one from outside without them can leave the collector
with a pointer it does not know about. Lodestone writes primitives only —
doubles, floats, ints, booleans — and refuses anything else. Teleporting works
by overwriting the components of the player's own `Vec3` in place, and it
refuses to do even that to a shared constant like `Vec3.ZERO`.
**It never writes in multiplayer.** Every write is gated on
`Minecraft.singleplayerServer != null`. Attached to a server, it reads and
shows state and nothing more. In single player the integrated server is in the
same JVM, so the trainer edits the authoritative `ServerPlayer` as well as the
client's — which is why flight and noclip stick instead of rubber-banding.
## Use
```
lodestone-menu.exe the cheat menu (attaches on its own)
lodestone.exe procs find the game
lodestone.exe probe dump the VMStructs database
lodestone.exe classes minecraft/client search 45k loaded classes
lodestone.exe class net/minecraft/client/Minecraft fields + live statics
lodestone.exe get net/minecraft/client/Minecraft instance player position y
lodestone.exe set net/minecraft/client/Minecraft instance player abilities flying true
lodestone.exe find net/minecraft/client/Minecraft instance --of ClockState
lodestone.exe obj 0x715774258 identify and dump any object
lodestone.exe vmtype InstanceKlass what HotSpot says about its own type
lodestone.exe trainer --fly --tp 100 80 100 headless engine driver
```
Path syntax is `<Class> <staticField> [field…]`, with `[n]` to index an array:
```
lodestone.exe get net/minecraft/client/Minecraft \
instance singleplayerServer playerList players elementData [0] position y
```
Menu hotkeys: **F6** flight · **F7** noclip · **F8** walk speed · **F9** god mode.
## Layout
```
src/win.rs OpenProcess + RPM/WPM, module list, PE export parsing. Nothing else.
src/vm.rs the VMStructs table
src/jvm.rs classes, objects, fields, UNSIGNED5, strings, arrays, HashMaps
src/game.rs Minecraft's classes and the trainer engine
src/bin/lodestone.rs CLI explorer
src/bin/menu.rs egui menu
```
Cross-compiled from Linux: `cargo build --release --target x86_64-pc-windows-gnu`