Commits on Sep 11, 2026
-
Rework kill aura and criticals, finish ESP, add auto respawn
…
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
…
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 -
Lodestone: external HotSpot/Minecraft trainer
…
Reads HotSpot's exported VMStructs table through ReadProcessMemory to resolve Java classes, fields and objects in a running Minecraft, with no code loaded into the game: no mod, no injected DLL, no JVMTI agent. - win: OpenProcess + RPM/WPM, module enumeration, PE export parsing - vm: VMStructs/VMTypes/constants parsed live out of jvm.dll - jvm: ClassLoaderDataGraph walk, UNSIGNED5 fieldinfo stream decode (JDK 21+), vmSymbols for injected fields, mirrors for statics, strings, arrays, HashMaps - game: Minecraft 26.2 layer (flight, speed, noclip, no-fall, god, instabuild, teleport, world clock), gated on single player, primitives only - egui menu + CLI explorer Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
lodestone committed 3 days ago
NewerOlder