Commits on Sep 14, 2026
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Dear ImGui Enigma menu, Linux support, silent-aim fix, crystal and mace
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The overlay moved from egui to Dear ImGui, rendered straight into the game's OpenGL context. Two GL traps shaped it: a sampler left bound on unit 0 turns the menu flat black, and a non-zero GL_UNPACK_ROW_LENGTH garbles the font atlas — which is uploaded while the renderer is constructed, so the state is neutralised around construction as well as around each draw. The C++ half of ImGui is linked statically (.cargo/config.toml), because a DLL depending on libstdc++-6.dll fails to inject with "a dependency is missing". The menu is now the Enigma layout: one window with a navigation rail, content and status panes, Poppins for the text. The accent is user-set (default #B7CDD4), the open key is rebindable (default Insert), and UI scale is a real scale — style sizes and every hand-drawn dimension — applied when the slider is released. The ESP is fully configurable with a live preview drawn from the player's own skin, sampled nearest-neighbour so it stays pixel-sharp. Silent aim now works: the attack packet carries no rotation and the server takes aim from the movement stream, so the aimed look is flushed as a PosRot before the swing. Entities built on Player that are not in the tab list — NPCs, holograms, clones — no longer count as players. New: Auto Crystal, Auto Mace, and a Legit/Instant mode for Auto Totem. Scaffold places ahead of the player instead of after arriving, and auto respawn is instant. Linux: the client builds as a .so started from .init_array, input is chained through GLFW callbacks, and the loader injects by LD_PRELOAD or ptrace. On both platforms the loader embeds the client, waits for Minecraft with a spinner, and injects once it appears. deploy.sh retries with a fresh DLL name and unhooks off-thread when the game has never drawn a frame. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Kretrod committed 6 hours ago
Commits on Sep 13, 2026
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AC fingerprinting: server brand + plugin-channel enumeration
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The tap now reads the server's advertised brand (ClientCommonPacketListenerImpl. serverBrand, via JNI) and enumerates every custom-payload channel id seen on the wire (reflected from the packet's payload().type().id(), which is parsed even for unknown DiscardedPayload channels). Both surface in the Packets tab under FINGERPRINT and mirror to fingerprint.txt. The tap Java class was versioned to Tap2 because a resident earlier copy had already defined lodestone/Tap, and a loader refuses to redefine a name — the new bytecode (channels()) needed a fresh name to load without a game restart. Live on DonutSMP: brand 'DonutFolia (SchengenVelocity)' — a Folia server fork behind a Velocity proxy fork. No plugin channel yet, consistent with a server-side packet-analysis anti-cheat rather than a mod-integration one. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
lodestone committed 1 day ago -
Fix the camera jerk when toggling the menu
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The menu frees the cursor with a raw glfwSetInputMode, which the game's MouseHandler never sees — so the motion made while the cursor was free sat in its accumulator and got applied to the camera in one jump on the next grab. Closing (and opening) the menu now zeroes MouseHandler.accumulatedDX/DY and calls setIgnoreFirstMove — the same reset the game performs when it grabs the mouse itself — so the leftover delta is discarded instead of snapping the view. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
lodestone committed 1 day ago -
Backtrack, bow aimbot with lead, sprint reset, hitbox expander
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Backtrack: a second injected netty handler (lodestone/Backtrack) spliced before packet_handler that holds the current target's movement packets for a bounded delay and re-fires them on the same event loop. The server rewinds the target to where your latency says you last saw it when validating a hit, so hitting the delayed position still lands as long as the delay stays inside that rewind window. Only the target's movement is held; everything else passes instantly. Entity id per packet is resolved reflectively once per class and cached. Bow aimbot: solves the launch angle by simulating the arrow — power*3 initial speed, 0.05 gravity, 0.99 drag per tick — and leads the target by its own velocity, converging flight time and lead together. Aims only; the release is still yours. Sprint reset: stops and restarts sprint around an aura swing so the hit lands on a sprint (re)start and takes the knockback bonus. Off when criticals is on, since a crit needs no sprint. Hitbox: expands the target box outward by a configurable margin for selection and aim, within the reach tolerance the server already allows. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
lodestone committed 1 day ago -
Force-send position so witness-dependent moves reach the server
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Criticals, and any move the server has to see to credit, only worked on the tick's own position send — and not at all while Blink held those sends back. World.flush_position builds a ServerboundMovePlayerPacket.PosRot and sends it through the client's own ClientPacketListener.send, then updates xLast/yLast/ zLast so the client agrees a packet went out. Criticals now flushes the leaving-ground position on the hop, so the server registers off-ground-and- descending at the moment it matters regardless of Blink. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
lodestone committed 1 day ago -
Criticals ask the game; micro-hop instead of a jump; Server Ghost
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Rather than reimplementing the crit condition, Criticals now calls Player.canCriticalAttack. It is private, so it needs a non-virtual invoke, but it is the same method on the same class the server evaluates — so a yes here is a yes there, provided the movement behind it has been sent. The swing is held until the game says yes. Getting to yes no longer needs a jump. The predicate only wants you off the ground and descending; a vanilla jump is 0.42 and rises over a block, where a nudge of about 0.1 clears the ground and is falling two ticks later. Visible to the server in the position stream, barely visible to anyone watching. The size is a slider down to 0.05. Sprinting disqualifies a critical, so it is dropped before the hop rather than at the swing, and Auto Sprint is held off while a hop is in flight instead of switching sprint straight back on and cancelling the hit it was waiting for. Server Ghost draws where the server still thinks you are, read from the last position the client actually sent. Normally it tracks within a tick; under lag, Blink or Freecam it is somewhere else entirely, and the gap it shows is exactly what a server undoes when it disagrees. Turns red past a metre. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
lodestone committed 1 day ago -
Use three things 26.2 exposes that nothing has touched
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Gizmos. The game ships a public 3D debug-drawing API — Gizmos.cuboid, .line, .billboardTextOverMob — collected by LevelExtractor and drawn by the game's own renderer. Drawing through it means real depth, real interpolation, and setAlwaysOnTop() gives see-through-walls for free rather than by projecting to 2D by hand. The static helpers post to a thread-local collector the game only installs while extracting, so we install the extractor's own collector around our draw and put it back afterwards. Gizmos are drained once a frame, so ours persist briefly to survive until the next drain. Fast Chunks. getDesiredChunksPerTick is literally 7_000_000 divided by the client's own measurement of how long a chunk took to process, and the server throttles chunk delivery to whatever that comes out as. Writing that one double changes the answer without touching the packet. The handler has no permission check. Player Radar. The locator bar's data is a Map<UUID, TrackedWaypoint> the server fills in for players you cannot see — exact block positions where the server sends that tier, chunk positions where it sends the coarser one. Read straight out of ClientWaypointManager. Every signature here came from javap over the real 26.2 jar rather than from memory, including the parts that would have been guessed wrong: the gizmo collector's thread-local lifetime, and that the chunk rate is a measurement rather than a setting. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
lodestone committed 1 day ago -
World category, survival modules, and an aimbot that moves like a hand
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World: Air Place puts a block where you are looking with nothing under it, and Auto Build puts one under your feet when there is nothing there and you are on the way down. Both go through useItemOn with a BlockHitResult built the way a real click would have produced one, so the packet, cooldown and swing are the game's own. A neighbouring face is preferred and only genuinely unsupported placement falls back to clicking empty air, since that is the part a server can refuse. Auto Totem moves a totem to the offhand below a health threshold, through the container path (26.2 renamed ClickType to ContainerInput) so the server sees an ordinary inventory action. Auto Shield raises on the tick a hit lands rather than predicting the swing: a shield that comes up before the attacker moves is a tell, one that comes up on the hit is just fast. No Hurt Camera was clearing hurtTime after the frame that had already drawn the lurch, so every hit still showed one. It now zeroes damageTiltStrength, the option the renderer consults while drawing, so there is nothing to see at all. The aimbot was a lerp, which is fastest the instant it acquires and then crawls — the opposite of how a hand moves, and the reason it read as a bot. It is now a critically damped spring with a capped turn rate, so a turn accelerates, carries and settles, and no acquisition is ever instant. A little noise on the aim point keeps it from sitting perfectly still on a moving target. Also: watermark off by default, and the unload watchdog no longer gives up after one sighting of the marker — if the marker appeared while the game was not drawing, the request went unheard and the copy was stranded for good. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
lodestone committed 1 day ago
Commits on Sep 11, 2026
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Classic menu, and ship as one file
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The menu was styled like a modern app: rounded panels, a pastel accent, soft padding, and a paragraph of explanation under every module. Rebuilt in the idiom these clients have used for fifteen years — Minecraft's own chat palette, hard square borders, 15px rows, no switch graphics (an enabled module is simply lit), values written across the slider they belong to, and no prose at all. Every string is drawn twice, offset, the way the game draws its own text: the absence of that shadow is the clearest sign of something bolted on from outside. Binding moved to right-click on a module, which is where it belongs and frees the row of its chip. Made it shippable while I was in there. Everything the client reads or writes now lives beside the DLL rather than at a hardcoded C:\lodestone, the font is embedded with a file beside the DLL still taking precedence, and the loader carries the client inside it: build.rs embeds the DLL, and the loader writes it out under a fresh name before injecting. An explicit path argument still wins, so the dev loop is unchanged. The earlier conclusion that embedding the font broke loading was wrong — that was the shell quoting bug in deploy.sh, and the test that seemed to confirm it was marshalling ANSI into LoadLibraryW. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
lodestone committed 3 days ago -
Bound every scan by work, not by trust
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No Java crash report, no JVM fatal log, no Windows fault event — and the game log shows a public server rather than a single-player world. That pattern is a hang, not a crash, and the cause is that the scans were written for a quiet world. A single-player world holds a handful of entities and a few chests. A public server near spawn holds thousands of each, and every one costs several JNI calls per frame — entity ESP even reads a name string per entity per frame. The base scan was the worst of it: it walked every block entity in 289 chunks once a second, which near a chest room is a multi-hundred-millisecond stall on the render thread, every second. So everything now has a ceiling: entity targets are capped and sorted nearest first so the cap keeps what matters; block entities cap both what is kept and what is examined, because looking for shulkers on a server that has none otherwise walks the lot; the drawing caps boxes independently; and the ore sweep budget is halved, since each position is a Java allocation and three calls. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
lodestone committed 3 days ago -
Auto Dodge, and freecam hides the HUD
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Auto Dodge treats the two threats differently, because they are different problems. An arrow is already in flight on a known path, so the answer is geometry: solve for the time of closest approach, and if it passes within about a player's width, step across the path on the side you are already drifting towards — sooner means a smaller step, so urgency scales the commitment. A hostile mob follows you instead, so the answer is distance, weighted by inverse square so the one breathing on you outweighs the one across the room. Both produce a direction to want. The last step is the one a naive "run away" skips: try that heading, then progressively wider deviations either side, and take the first that is actually walkable — head clear, and something to land on rather than a ledge. blocksMotion is the game's own passability test, so tall grass reads as passable and a fence does not. A one-block step is a hop rather than a stall. Freecam now hides the HUD. 26.2 moved it out of Gui into its own Hud class, so the flag F1 sets is Hud.isHidden; the old Options.hideGui is gone, which is the same restructuring that moved Minecraft.screen onto Gui. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
lodestone committed 3 days ago -
Stop the server pulling you back; selectable X-Ray; base finder
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The rubber-banding was not bad luck, it was three specific vanilla checks: - A server counts ticks where your vertical delta is >= -0.03125 while you are not allowed to fly, and disconnects at eighty of them. Flight now dips below that threshold on a timer, which puts the counter back to zero, so the kick never arrives. - handleMovePlayer re-simulates the move you claim, with collision, and pulls you back when the result differs. Teleport steps that pass through a block do exactly that, so steps are capped and a "stay within server limits" switch holds velocity and step size to what is accepted. - Nothing at all is checked if nothing is sent. LocalPlayer.sendPosition only builds a packet when the position differs from xLast/yLast/zLast or positionReminder reaches 20, so writing the current position into those every frame suppresses movement packets entirely. Freecam is now genuinely free rather than a fight with the server, and Blink falls out of the same trick. Added Bhop, which is just vanilla's own sprint-jump bonus and therefore nothing for a server to disagree with. X-Ray takes a block selection: thirteen groups, each with its own colour, deepslate variants folded in. Base finder reads block entities out of the loaded chunks instead of sweeping blocks — shulker boxes, ender chests, beacons, brewing stands, enchanting tables — covering the whole loaded area in one pass, with a coordinate list. Container ESP moved onto the same mechanism and is much faster for it. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
lodestone committed 3 days ago -
Rework kill aura and criticals, finish ESP, add auto respawn
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Kill aura was a nearest-target loop on a timer, which in modern Minecraft lands twenty hits for a fraction of the damage of one. It now waits on the attack-cooldown bar (Player.getAttackStrengthScale), picks targets by nearest/weakest/smallest-turn, asks the game whether it can actually see the target (hasLineOfSight) instead of ignoring the through-walls switch, and rotates for the swing. Criticals were backwards: the hop was applied with the swing, so every hit landed while rising and none of them were critical. It now hops, holds the swing, and lands it on the way down. Frame-rate dependence fixed throughout: physics runs per tick, so velocity modules act on a tick boundary (Entity.tickCount) and velocity speed sets an absolute speed instead of scaling each frame, which compounded into a slingshot. Aimbot smoothing is time-based, so the turn takes the same time at 30 fps as at 300. ESP finished: X-Ray and container highlighting. Blocks have no list to walk, so the volume is swept a slice per frame with a fixed budget and the completed pass swapped in; block identity is System.identityHashCode on the singleton Block, one int compare rather than a chain of reference tests. Also: auto respawn. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
lodestone committed 3 days ago -
Lodestone client: injected in-game menu driven through JNI
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The project gains a second half. The external explorer stays (and is how every name below was verified against the running game), but the cheat menu now runs inside Minecraft: - inject a DLL, hook glfwSwapBuffers, draw egui in the game's own GL context - drive the game through JNI rather than raw memory, so writes go through the GC's barriers and methods can be called directly - five draggable windows: Combat, Movement, ESP, Visuals, Misc - client-side only: nothing depends on owning the server Modules wired to the game: fly (vanilla/smooth/glide/teleport), speed (abilities/velocity), no-fall, jetpack, auto-sprint, noclip, step, high jump, jesus, spider, freecam; kill aura, aimbot (camera/silent, smoothed), trigger bot, reach, auto clicker with jitter, anti-knockback, criticals; entity ESP with boxes, tracers, nametags and health bars; fullbright, custom FOV, no hurt camera, no weather, no view bob; hide-from-capture. Per-module keybinds, a panic key, and settings saved to disk. GL state the game leaves behind has to be neutralised before drawing and put back after: a sampler object on unit 0 renders everything black, and a stale GL_UNPACK_ROW_LENGTH scrambles the font atlas. Unload unhooks and goes inert rather than unmapping the module, which crashed the game while the window still pointed at our window procedure. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
lodestone committed 3 days ago
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