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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