Lodestone
A cheat client for Minecraft Java Edition, and the tooling used to build it. Verified against Minecraft 26.2 (Fabric, Java 25) on Windows 11.
It comes in two halves, which is worth knowing before reading the code:
The client (crates/client) is a DLL injected into the game. It hooks
glfwSwapBuffers, draws its menu into the game's own OpenGL context, and drives
the game through JNI — the JVM's own API — so field writes go through the
GC's write barriers and methods can simply be called.
The explorer (crates/cli) is a fully external process that never puts a
byte of code inside the game: OpenProcess + ReadProcessMemory only. It was
the original project, and it is still how every name the client binds gets
verified against the running game. The section below on VMStructs describes it.
The client is deliberately client-side only. Every module changes how your own client behaves, which is the whole of what a client can do. Nothing reaches for the integrated server — no editing world time, no server-side health — so nothing here depends on being the one running the world.
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-inject.exe load the client into the running game
lodestone-inject.exe --eject stop it again
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 methods <class> [filter] methods with their JVM descriptors
lodestone.exe trainer --fly --tp 100 80 100 headless engine driver
methods is what makes the client maintainable: every JNI signature it binds
was read out of the running game rather than guessed.
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
Insert opens the menu. Every module has its own bindable key, plus a panic
key that switches everything off; settings save to C:\lodestone\config.txt.
Layout
crates/core external engine: RPM/WPM, VMStructs, classes, fields, methods
crates/cli the explorer built on it
crates/inject the loader
crates/client the injected client:
hook.rs inline hook with instruction relocation
jni.rs the JVM's own API, with local-frame discipline
mc.rs Minecraft's classes, resolved once at startup
cheats.rs the modules
overlay.rs egui inside the game's GL context
input.rs window-procedure hook, keybinds
state.rs the module registry
config.rs settings on disk
Three bugs worth knowing about
Drawing inside someone else's render loop means inheriting their GL state, and each of these took a while to find:
- A sampler object bound to texture unit 0 overrides the font atlas's own parameters and renders the entire menu flat black.
GL_UNPACK_ROW_LENGTHleft at 32 scrambles every font-atlas upload into noise. A boundGL_PIXEL_UNPACK_BUFFERdoes the same thing, worse.- Unmapping the DLL on unload crashes the game: the window still points at our window procedure. Unload now unhooks and goes inert, and leaves the module resident — a restart is what clears it.
Cross-compiled from Linux: cargo build --release --target x86_64-pc-windows-gnu