# Table of Contents - [Get started | Slinky](#get-started-slinky) - [Docs | Slinky](#docs-slinky) - [Linux usage | Slinky](#linux-usage-slinky) - [Introduction | Slinky](#introduction-slinky) - [Auto Tool | Slinky](#auto-tool-slinky) - [Block In | Slinky](#block-in-slinky) - [Bridge Assist | Slinky](#bridge-assist-slinky) - [Fast Place | Slinky](#fast-place-slinky) - [Fast Mine | Slinky](#fast-mine-slinky) - [Ghost Hand | Slinky](#ghost-hand-slinky) - [Aim Assist | Slinky](#aim-assist-slinky) - [Auto Block | Slinky](#auto-block-slinky) - [Clutch | Slinky](#clutch-slinky) - [Unknown](#unknown) - [Auto Clicker | Slinky](#auto-clicker-slinky) - [Auto Weapon | Slinky](#auto-weapon-slinky) - [Backtrack | Slinky](#backtrack-slinky) - [Hit Select | Slinky](#hit-select-slinky) - [Criticals | Slinky](#criticals-slinky) - [Knockback Delay | Slinky](#knockback-delay-slinky) - [Hitboxes | Slinky](#hitboxes-slinky) - [Knockback Displace | Slinky](#knockback-displace-slinky) - [Lag Range | Slinky](#lag-range-slinky) - [Reach | Slinky](#reach-slinky) - [Piercing | Slinky](#piercing-slinky) - [Sprint Reset | Slinky](#sprint-reset-slinky) - [Timer Range | Slinky](#timer-range-slinky) - [Weapons | Slinky](#weapons-slinky) - [Fast Accel | Slinky](#fast-accel-slinky) - [Velocity | Slinky](#velocity-slinky) - [Keep Sprint | Slinky](#keep-sprint-slinky) - [No Jump Delay | Slinky](#no-jump-delay-slinky) - [No Slow | Slinky](#no-slow-slinky) - [Instant Stop | Slinky](#instant-stop-slinky) - [Inv Walk | Slinky](#inv-walk-slinky) - [Null Move | Slinky](#null-move-slinky) - [Sprint | Slinky](#sprint-slinky) - [Strafe | Slinky](#strafe-slinky) - [Anti Bot | Slinky](#anti-bot-slinky) - [Auto Pot | Slinky](#auto-pot-slinky) - [Auto Rod | Slinky](#auto-rod-slinky) - [Auto Soup | Slinky](#auto-soup-slinky) - [Blink | Slinky](#blink-slinky) - [Friends | Slinky](#friends-slinky) - [Item Use Fix | Slinky](#item-use-fix-slinky) - [No Hit Delay | Slinky](#no-hit-delay-slinky) - [Safe Walk | Slinky](#safe-walk-slinky) - [No Item Release | Slinky](#no-item-release-slinky) - [No Use Delay | Slinky](#no-use-delay-slinky) - [Ping Fix | Slinky](#ping-fix-slinky) - [Teams | Slinky](#teams-slinky) - [Refill | Slinky](#refill-slinky) - [Timer | Slinky](#timer-slinky) - [Anti Debuff | Slinky](#anti-debuff-slinky) - [Block ESP | Slinky](#block-esp-slinky) - [Chams | Slinky](#chams-slinky) - [Free Look | Slinky](#free-look-slinky) - [Chest ESP | Slinky](#chest-esp-slinky) - [GUI | Slinky](#gui-slinky) - [Indicators | Slinky](#indicators-slinky) - [Item ESP | Slinky](#item-esp-slinky) - [Mod overlay | Slinky](#mod-overlay-slinky) - [Name Tags | Slinky](#name-tags-slinky) - [No Hurt Cam | Slinky](#no-hurt-cam-slinky) - [Fake Lag | Slinky](#fake-lag-slinky) - [Notifications | Slinky](#notifications-slinky) - [Player ESP | Slinky](#player-esp-slinky) - [Trajectories | Slinky](#trajectories-slinky) - [Pointers | Slinky](#pointers-slinky) - [Inv Manager | Slinky](#inv-manager-slinky) --- # Get started | Slinky [Skip to content](https://docs.slinky.gg/basics/get-started/#_top) Get started =========== Get started using Slinky. This article assumes that you have already [purchased a license](https://slinky.gg/purchase/) . Loading Slinky -------------- [Section titled “Loading Slinky”](https://docs.slinky.gg/basics/get-started/#loading-slinky) ![Startup notification after injecting](https://docs.slinky.gg/_astro/inject.PeyY6f2p_1gFFmi.webp) After running the loader (_injecting_), you should see a notification in-game that tells you what key is currently bound to open the menu. By default this will be RSHIFT, but you can also [change it to a different key](https://docs.slinky.gg/basics/get-started/#menu-settings) . Navigation ---------- [Section titled “Navigation”](https://docs.slinky.gg/basics/get-started/#navigation) ![The navigation bar](https://docs.slinky.gg/_astro/nav.hxxCX4fS_Z1ckBvz.webp) The navigation bar is located at the top of the menu. It is used to switch between different pages in the menu. If you hold down the left mouse button on the last item (_Unload_), the cheat will be unloaded. Modules ------- [Section titled “Modules”](https://docs.slinky.gg/basics/get-started/#modules) The _Combat_, _Move_, _Visual_ and _Utility_ pages contain the cheat modules. ### Binds [Section titled “Binds”](https://docs.slinky.gg/basics/get-started/#binds) Modules can be toggled by clicking their switch in the menu, but you can also configure (key-)binds as shortcuts for toggling modules: ![Configuring a module bind](https://docs.slinky.gg/_astro/configuring-bind.CWmGo2Cf_ZtluM4.webp) Instead of pressing the desired bind, you can also left click again or press ESC to change the bind back to `NONE`. Binds will normally turn the module on or off each time they are pressed, but they can also be configured to enable a module while the key is pressed, then disable when the key is released. This is done by hovering over the bind, then toggling the `HOLD` option. ![The require hold setting for binds](https://docs.slinky.gg/_astro/hold-bind.BWIwz7hX_2qGKcy.webp) ### Settings [Section titled “Settings”](https://docs.slinky.gg/basics/get-started/#settings) ![Example of a collapsed module](https://docs.slinky.gg/_astro/collapsed.BfdVLPGh_Z25HoFu.webp) ![Example of an expanded module](https://docs.slinky.gg/_astro/expanded.CvnwaSZe_1K3k5y.webp) The settings for a module can be revealed by pressing the `+` button. Profiles -------- [Section titled “Profiles”](https://docs.slinky.gg/basics/get-started/#profiles) ![The profiles page](https://docs.slinky.gg/_astro/profiles.BVi9pNfi_ZoANip.webp) Any settings you change (except for _GUI_) are not automatically saved; they must be stored in a profile if you wish to keep them. You can create an infinite number of different profiles, which can be saved or loaded at any time. Menu settings ------------- [Section titled “Menu settings”](https://docs.slinky.gg/basics/get-started/#menu-settings) ![The GUI settings](https://docs.slinky.gg/_astro/mod-gui.DgAVCIRV_Zlzw8j.webp) Under the _Visual_ tab, you will find the _GUI_ module, which lets you configure the keybind for the menu and some other settings. --- # Docs | Slinky [Skip to content](https://docs.slinky.gg/#_top) Docs ==== Read about all the features available in Slinky. [Get started](https://docs.slinky.gg/basics/get-started/) [Main website](https://slinky.gg/) --- # Linux usage | Slinky [Skip to content](https://docs.slinky.gg/basics/linux/#_top) Linux usage =========== Slinky supports Linux, however it may require some additional setup compared to the Windows version. Requirements ------------ [Section titled “Requirements”](https://docs.slinky.gg/basics/linux/#requirements) * Only tested on [Arch Linux](https://archlinux.org/) . Support for other distros is currently not guaranteed. Musl-based distros are unlikely to work at all. * Supports X11, XWayland & native Wayland. Keep in mind that Minecraft 1.7.10 & 1.8.9 do not run on Wayland natively without mods. * The loader and Minecraft processes must be ran as the same user (this will usually be the case anyway). Root privileges are not required. * Some third-party launchers (Lunar/Badlion) require a [workaround](https://docs.slinky.gg/basics/linux/#injection-workaround) to allow injecting into them. Install libcurl --------------- [Section titled “Install libcurl”](https://docs.slinky.gg/basics/linux/#install-libcurl) Before you can run Slinky, make sure that `libcurl` is installed by running the following command in a terminal: * [Arch Linux](https://docs.slinky.gg/basics/linux/#tab-panel-0) * [Debian/Ubuntu](https://docs.slinky.gg/basics/linux/#tab-panel-1) * [Fedora](https://docs.slinky.gg/basics/linux/#tab-panel-2) sudo pacman -S curl sudo apt install curl sudo dnf install libcurl-minimal Installation instructions ------------------------- [Section titled “Installation instructions”](https://docs.slinky.gg/basics/linux/#installation-instructions) 1. [Download Slinky](https://slinky.gg/download) . * Directory/example * slinky-loader 2. Open a terminal in the directory where you saved the loader and allow executing it by running the following command: chmod +x slinky-loader 3. Create the following file (make sure to replace `/example/` with the directory where you saved the loader): [Desktop Entry]Type=ApplicationName=SlinkyExec=/example/slinky-loaderTerminal=true 4. _(Flatpak only)_: If you are running Minecraft via Flatpak (for example using Prism Launcher), you will probably need to exempt the Slinky data directory from the Flatpak sandbox: sudo flatpak override org.prismlauncher.PrismLauncher --filesystem=~/.slinky If you are not using Flatpak, you can ignore this step. 5. You can now use the newly created desktop icon to run Slinky. Injection workaround -------------------- [Section titled “Injection workaround”](https://docs.slinky.gg/basics/linux/#injection-workaround) Some third-party launchers (such as Lunar/Badlion) block the injection method used by Slinky. The following steps explain how to bypass them. 1. [Download injectpatch.so](https://docs.slinky.gg/injectpatch.so) and the launcher you want to use. * Directory/example * injectpatch.so * LunarClient.appimage 2. Create the following script (make sure to replace `/example/` with the directory where you saved the files): #!/bin/bashLD_PRELOAD=/example/injectpatch.so /example/LunarClient.appimage 3. Open a terminal in the directory where you saved the script and allow executing it by running the following command: chmod +x run-patched.sh 4. You can now run `run-patched.sh` to run the patched launcher. --- # Introduction | Slinky [Skip to content](https://docs.slinky.gg/modules/introduction/#_top) Introduction ============ Slinky consists of various modules, each offering a unique feature or advantage. Each module has its own page on this website, explaining its purpose and configuration. The modules are categorized in the same way as the in-game menu. --- # Auto Tool | Slinky [Skip to content](https://docs.slinky.gg/modules/block/auto-tool/#_top) Auto Tool ========= The _Auto Tool_ module automatically selects the correct tool when clicking on a block. Activation time --------------- [Section titled “Activation time”](https://docs.slinky.gg/modules/block/auto-tool/#activation-time) Configures a minimum duration where the player has to be holding down the mouse button before the module activates. Can be set to `0 ms` to remove any delay. Switch back when done --------------------- [Section titled “Switch back when done”](https://docs.slinky.gg/modules/block/auto-tool/#switch-back-when-done) If enabled, _Auto Tool_ will switch back to your previous slot when you are done mining. Allow while using ----------------- [Section titled “Allow while using”](https://docs.slinky.gg/modules/block/auto-tool/#allow-while-using) You can enable various categories of items where _Auto Tool_ may activate when they are being held: * Sword * Tool * Fists * Other (applies to all other items) Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/block/auto-tool/#conditions) To prevent accidentally switching tools, eg. when you accidentally click a block while in combat, the module can be configured to only activate while sneaking. ### Restrict allowed blocks [Section titled “Restrict allowed blocks”](https://docs.slinky.gg/modules/block/auto-tool/#restrict-allowed-blocks) If enabled, you can specify a list of block types where _Auto Tool_ may activate when they are being mined. --- # Block In | Slinky [Skip to content](https://docs.slinky.gg/modules/block/block-in/#_top) Block In ======== _Block In_ places blocks around you, mainly useful for Bed Wars to build a box around yourself while you break a bed. Speed ----- [Section titled “Speed”](https://docs.slinky.gg/modules/block/block-in/#speed) Controls how fast _Block In_ aims and clicks. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/block/block-in/#conditions) _Block In_ can be configured to disable itself when not on ground (like when you take knockback). --- # Bridge Assist | Slinky [Skip to content](https://docs.slinky.gg/modules/block/bridge-assist/#_top) Bridge Assist ============= The _Bridge Assist_ module automatically sneaks for you when you are near the edge of a block. This allows you to build bridges very quickly, without the risk of falling. Edge offset ----------- [Section titled “Edge offset”](https://docs.slinky.gg/modules/block/bridge-assist/#edge-offset) ![Edge offset values visualized](https://docs.slinky.gg/_astro/edge-offset.C6rRAJ1H_Z2eKD7j.webp) In Minecraft, you can walk a slight distance away from the edge of a block before you actually fall off. This setting specifies how far you are allowed to go before _Bridge Assist_ will start sneaking. Specifying a higher value, means the player will start sneaking later and therefore bridge faster. Unsneak delay ------------- [Section titled “Unsneak delay”](https://docs.slinky.gg/modules/block/bridge-assist/#unsneak-delay) Specifies how long the player should keep sneaking, even after a block has been placed already. Higher values means the player will sneak longer and therefore bridge slower. Select blocks ------------- [Section titled “Select blocks”](https://docs.slinky.gg/modules/block/bridge-assist/#select-blocks) Configures whether _Bridge Assist_ should select blocks from your hotbar: ### No [Section titled “No”](https://docs.slinky.gg/modules/block/bridge-assist/#no) Never select blocks automatically ### On depletion [Section titled “On depletion”](https://docs.slinky.gg/modules/block/bridge-assist/#on-depletion) Don’t select blocks, unless you were already holding a stack and you just placed the last block. ### Always [Section titled “Always”](https://docs.slinky.gg/modules/block/bridge-assist/#always) Always select blocks, regardless of what item you were holding previously. Randomize --------- [Section titled “Randomize”](https://docs.slinky.gg/modules/block/bridge-assist/#randomize) If enabled, the [Edge offset](https://docs.slinky.gg/modules/block/bridge-assist/#edge-offset) and [Unsneak delay](https://docs.slinky.gg/modules/block/bridge-assist/#unsneak-delay) settings will be randomized. This setting is typically only necessary on servers with good anti-cheats, to avoid getting detected for being too consistent. Sneak on jump ------------- [Section titled “Sneak on jump”](https://docs.slinky.gg/modules/block/bridge-assist/#sneak-on-jump) Sneaks when you jump to make it less likely that you fall off while bridging upwards. Avoid double-sneaking --------------------- [Section titled “Avoid double-sneaking”](https://docs.slinky.gg/modules/block/bridge-assist/#avoid-double-sneaking) Delays block placements until you are positioned properly when bridging diaognally, which avoids the issue where you start sneaking twice per block. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/block/bridge-assist/#conditions) You can specify additional requirements that must be met to activate _Bridge Assist_: * Sneak key pressed * Holding blocks * Looking down * Not moving forward --- # Fast Place | Slinky [Skip to content](https://docs.slinky.gg/modules/block/fast-place/#_top) Fast Place ========== In vanilla Minecraft, there is a delay between block placements when holding down the right mouse button. _Fast Place_ removes this delay, allowing you to place blocks very quickly. Maximum CPS ----------- [Section titled “Maximum CPS”](https://docs.slinky.gg/modules/block/fast-place/#maximum-cps) Limits the maximum clicks per second generated by _Fast Place_. Some anti-cheats will cancel block placements when going above a certain speed threshold, so this setting can be used to prevent that. Activate delay -------------- [Section titled “Activate delay”](https://docs.slinky.gg/modules/block/fast-place/#activate-delay) Specify a delay before _Fast Place_ activates. For example, if you set this to `200 ms`, then you will have to hold down your right mouse button (or whatever bind you use to place blocks) for 200 milliseconds before _Fast Place_ increases your block place speed. --- # Fast Mine | Slinky [Skip to content](https://docs.slinky.gg/modules/block/fast-mine/#_top) Fast Mine ========= _Fast Mine_ allows you to mine blocks faster than vanilla. Speed ----- [Section titled “Speed”](https://docs.slinky.gg/modules/block/fast-mine/#speed) Specifies the multiplier for the block mining speed. Break delay ----------- [Section titled “Break delay”](https://docs.slinky.gg/modules/block/fast-mine/#break-delay) Vanilla Minecraft waits 250ms after breaking a block before you are able to start mining again. This setting allows you to reduce that delay. Always decrease break delay --------------------------- [Section titled “Always decrease break delay”](https://docs.slinky.gg/modules/block/fast-mine/#always-decrease-break-delay) In vanilla Minecraft, the delay after breaking a block only ‘counts down’ while trying to break the next block. This means that if you break a block, immediately stop mining and then try to mine a block several minutes later, the game would still apply the delay before breaking the second block. With this setting enabled, the delay will always count down each tick, regardless of whether you are trying to mine another block. Note that this has no affect if you already set your `Break delay` to 0. --- # Ghost Hand | Slinky [Skip to content](https://docs.slinky.gg/modules/block/ghost-hand/#_top) Ghost Hand ========== _Ghost Hand_ allows you to interact with blocks through entities. This can be used in various scenarios: * Break a bed in BedWars while another player is standing on front of it * Place lava/cobweb directly onto a player, without having to aim slightly next to them * Open chests while a player is on front of them Interact through ---------------- [Section titled “Interact through”](https://docs.slinky.gg/modules/block/ghost-hand/#interact-through) Settings in this section of the module allow configuring which obstructions you can interact through. ### Non-player entities [Section titled “Non-player entities”](https://docs.slinky.gg/modules/block/ghost-hand/#non-player-entities) Allows interacting through non-player entities such as mobs or armor stands. ### Friendlies [Section titled “Friendlies”](https://docs.slinky.gg/modules/block/ghost-hand/#friendlies) Allows interacting through teammates or friends. ### Bots [Section titled “Bots”](https://docs.slinky.gg/modules/block/ghost-hand/#bots) Allows interacting through players flagged by [Anti Bot](https://docs.slinky.gg/modules/utility/anti-bot/) . ### Enemies [Section titled “Enemies”](https://docs.slinky.gg/modules/block/ghost-hand/#enemies) Allows interacting through any player not covered by the previous settings. Allow while using ----------------- [Section titled “Allow while using”](https://docs.slinky.gg/modules/block/ghost-hand/#allow-while-using) You can enable various categories of items where _Ghost Hand_ may activate when they are being held: * Sword * Tool * Fists * Bucket * Flint and steel * Cobweb * Other (applies to all other items) Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/block/ghost-hand/#conditions) You can specify additional requirements that must be met to activate _Ghost Hand_: * Mouse pressed * Not holding a sword --- # Aim Assist | Slinky [Skip to content](https://docs.slinky.gg/modules/combat/aim-assist/#_top) Aim Assist ========== The _Aim Assist_ module moves your crosshair onto other players for you. Mode ---- [Section titled “Mode”](https://docs.slinky.gg/modules/combat/aim-assist/#mode) _Aim Assist_ can be used in several different modes. ### Regular [Section titled “Regular”](https://docs.slinky.gg/modules/combat/aim-assist/#regular) This mode will feel the same as the aim assist in most other cheats. The further your crosshair is away from the target, the faster it will move. ### Linear [Section titled “Linear”](https://docs.slinky.gg/modules/combat/aim-assist/#linear) Unlike [Regular](https://docs.slinky.gg/modules/combat/aim-assist/#regular) , this mode uses an (almost) linear speed. It is better at tracking players at low speed, but it cannot perform fast snaps (eg. when an enemy throws an enderpearl). This mode is best suited if you already have decent aim and just want to get a slight advantage. ### Lock-on [Section titled “Lock-on”](https://docs.slinky.gg/modules/combat/aim-assist/#lock-on) This mode removes any delay altogether and just instantly places your crosshair on the target. It is extremely blatant and should be used with care. ### Silent [Section titled “Silent”](https://docs.slinky.gg/modules/combat/aim-assist/#silent) This mode will not move your screen/camera when aiming on targets, making it feel more like ‘Kill Aura’ modules seen in other cheats (except it does not click for you). This is mainly a cosmetic feature, other players will see you aim on them as usual. #### Keep move direction [Section titled “Keep move direction”](https://docs.slinky.gg/modules/combat/aim-assist/#keep-move-direction) If disabled, your player will walk in the direction where the module is aiming in _Silent_ mode. It may be difficult to move like this in gamemodes like Sky Wars, where you need to jump across islands a lot, so you can enable this setting to instead move in the direction the camera is facing. Whether this setting is on or off, _Silent_ mode will never generate movements that are impossible in vanilla Minecraft. #### Ignore manual aim [Section titled “Ignore manual aim”](https://docs.slinky.gg/modules/combat/aim-assist/#ignore-manual-aim) By default, your manual aim can override the silent look if you aim towards the target faster. If this setting is disabled, your own mouse movements will be ignored entirely (except to move the game camera). Speed ----- [Section titled “Speed”](https://docs.slinky.gg/modules/combat/aim-assist/#speed) You can configure horizontal and vertical speed separately. If you want to disable vertical aiming, you can put the speed on zero (keep in mind that [Silent](https://docs.slinky.gg/modules/combat/aim-assist/#silent) mode will always aim vertically). Multipoint ---------- [Section titled “Multipoint”](https://docs.slinky.gg/modules/combat/aim-assist/#multipoint) ![Aim positions for different horizontal multipoint settings](https://docs.slinky.gg/_astro/multipoint.r18UI1sM_AgaAs.webp) The _Multipoint_ sliders lets you control at which point the module will aim. A value of `0%` will always use the center of the target’s hitbox as aiming position. A value of `100%` will aim at point in the target’s hitbox that is closest to the player, which is usually one of the corners. Any other value will aim between these two points, with `50%` aiming exactly in the middle of them. You can configure the horizontal and vertical axes separately. Predict ------- [Section titled “Predict”](https://docs.slinky.gg/modules/combat/aim-assist/#predict) If set to a value above `0%`, _Aim Assist_ will aim to the position the player is moving towards, which may be a little bit ahead of their current position. This can be especially helpful when using lower speed values. Note that a high _Predict_ value combined with high aim speed may result in _Aim Assist_ overshooting so much that you end up missing hits. Randomization ------------- [Section titled “Randomization”](https://docs.slinky.gg/modules/combat/aim-assist/#randomization) Controls the aim position randomization strength, with `0%` resulting in the highest accuracy (no randomization at all) and `100%` the lowest accuracy. Lowering this value can cause detection in some cases. If you are unsure what value to use, we recommend just leaving it on the default `50%`. Target ------ [Section titled “Target”](https://docs.slinky.gg/modules/combat/aim-assist/#target) _Aim Assist_ lets you configure exactly how and when targets should be selected. ### Mode [Section titled “Mode”](https://docs.slinky.gg/modules/combat/aim-assist/#mode-1) Targets can be selected using one of two modes. #### Single [Section titled “Single”](https://docs.slinky.gg/modules/combat/aim-assist/#single) Using the _Single_ mode, the module will stay locked on to targets. It will prefer to aim to players who are closest to your crosshair already. It will not switch to a different target, even if they are closer, as long as the original target is still valid. ##### Increased FOV while locked [Section titled “Increased FOV while locked”](https://docs.slinky.gg/modules/combat/aim-assist/#increased-fov-while-locked) If enabled, this will increase your maximum FOV while you are locked onto a target. For example, assuming you are using a maximum FOV of 100, _Aim Assist_ will not lock onto any players outside of that FOV. However, once you find a target within a FOV of 100, it will then continue tracking the player even if they move outside of it. This will reset once you lose the target, for example because they move too far away or because another condition isn’t met. #### Switch [Section titled “Switch”](https://docs.slinky.gg/modules/combat/aim-assist/#switch) This mode will always aim on the nearest player. If another player moves closer, the module will switch on to them, even if the original target was still valid. ##### Sort by [Section titled “Sort by”](https://docs.slinky.gg/modules/combat/aim-assist/#sort-by) When using _Switch_ target mode, you can configure how the optimal target is chosen. ###### Distance [Section titled “Distance”](https://docs.slinky.gg/modules/combat/aim-assist/#distance) The closest player will be chosen. ###### Health [Section titled “Health”](https://docs.slinky.gg/modules/combat/aim-assist/#health) The player with the lowest health will be chosen. ###### Hurt time [Section titled “Hurt time”](https://docs.slinky.gg/modules/combat/aim-assist/#hurt-time) The least recently damaged player will be chosen. ###### Aim angle [Section titled “Aim angle”](https://docs.slinky.gg/modules/combat/aim-assist/#aim-angle) The player closest to your crosshair will be chosen. Range ----- [Section titled “Range”](https://docs.slinky.gg/modules/combat/aim-assist/#range) This setting specifies the minimum and maximum distance to a target. For example, if you use a range of `1.0 - 4.0 blocks`, players closer than 1 block or further away than 4 blocks will be ignored. FOV --- [Section titled “FOV”](https://docs.slinky.gg/modules/combat/aim-assist/#fov) Specifies the field of view to search for targets. If you set the minimum FOV value to something greater than zero, you allow aiming freely within the player’s hitbox (the exact area where you can aim freely will depend on the value you choose). Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/combat/aim-assist/#conditions) You can specify additional requirements that must be met to activate _Aim Assist_: * Sprinting * Mouse pressed * Mouse moved * Disable while breaking blocks * Holding weapon * Ignore invisibles * Not behind blocks --- # Auto Block | Slinky [Skip to content](https://docs.slinky.gg/modules/combat/auto-block/#_top) Auto Block ========== The _Auto Block_ module predicts when you are going to take damage and blocks your sword to reduce it. Range ----- [Section titled “Range”](https://docs.slinky.gg/modules/combat/auto-block/#range) Controls the range where the module begins blocking. This can be set to a value greater than the reach distance to block the first hit as well. Maximum hurt time ----------------- [Section titled “Maximum hurt time”](https://docs.slinky.gg/modules/combat/auto-block/#maximum-hurt-time) This setting specifies how early the module begins blocking. For example, a value of `200 ms` would make it block 200 ms before you can take damage again. Since the damage detection is affected by latency/ping, this value will likely be slightly different for each user. Maximum hold duration --------------------- [Section titled “Maximum hold duration”](https://docs.slinky.gg/modules/combat/auto-block/#maximum-hold-duration) Controls how long your sword will stay blocked. Force block animation --------------------- [Section titled “Force block animation”](https://docs.slinky.gg/modules/combat/auto-block/#force-block-animation) If enabled, your sword will appear blocked the entire time. You can optionally choose to only display this animation when a target is within range. Lag --- [Section titled “Lag”](https://docs.slinky.gg/modules/combat/auto-block/#lag) _Auto Block_ can be configured to lag (blink) when your sword unblocks, so you stay blocked for a longer period of time from the server's perspective. ### Chance [Section titled “Chance”](https://docs.slinky.gg/modules/combat/auto-block/#chance) The chance of lagging after unblocking, which keeps your sword blocked from the server's perspective. ### Maximum duration [Section titled “Maximum duration”](https://docs.slinky.gg/modules/combat/auto-block/#maximum-duration) ### Prevent delaying attacks [Section titled “Prevent delaying attacks”](https://docs.slinky.gg/modules/combat/auto-block/#prevent-delaying-attacks) When enabled, the module will avoid delaying attacks. This ensures your hits are never delayed, however it will stop lagging immediately to do so. You should generally turn this on. ### Block again immediately [Section titled “Block again immediately”](https://docs.slinky.gg/modules/combat/auto-block/#block-again-immediately) This makes the module block your sword again directly after stopping the lag. Assuming your lag chance is 100%, this means that your sword is blocked all the time, either by being blocked client side or by tricking the server into keeping your sword blocked using lag. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/combat/auto-block/#conditions) _Auto Block_ can be configured to only activate if: * Left mouse button is pressed * Right mouse button is pressed * You recently took damage --- # Clutch | Slinky [Skip to content](https://docs.slinky.gg/modules/block/clutch/#_top) Clutch ====== The _Clutch_ module places blocks underneath you when you are about to fall. Range ----- [Section titled “Range”](https://docs.slinky.gg/modules/block/clutch/#range) Determines how far to scan for a block to clutch against. This is measured by the total number of blocks that would need to be placed to reach it. FOV --- [Section titled “FOV”](https://docs.slinky.gg/modules/block/clutch/#fov) Determines the field of view used when scanning for blocks to clutch against. Minimum height -------------- [Section titled “Minimum height”](https://docs.slinky.gg/modules/block/clutch/#minimum-height) The minimum number of air blocks that must be below you in order for _Clutch_ to activate. Click speed ----------- [Section titled “Click speed”](https://docs.slinky.gg/modules/block/clutch/#click-speed) The maximum speed at which _Clutch_ may place blocks. Randomization ------------- [Section titled “Randomization”](https://docs.slinky.gg/modules/block/clutch/#randomization) Controls the randomization strength of various parts of the module. Higher randomization may help with avoiding anti-cheat flags, but it can also make the module feel less consistent. Select blocks ------------- [Section titled “Select blocks”](https://docs.slinky.gg/modules/block/clutch/#select-blocks) Configures whether _Clutch_ should automatically select blocks from your hotbar: ### No [Section titled “No”](https://docs.slinky.gg/modules/block/clutch/#no) Never select blocks automatically ### On depletion [Section titled “On depletion”](https://docs.slinky.gg/modules/block/clutch/#on-depletion) Don’t select blocks, unless you were already holding a stack and you just placed the last block. ### Always [Section titled “Always”](https://docs.slinky.gg/modules/block/clutch/#always) Always select blocks, regardless of what item you were holding previously. Only place sideways ------------------- [Section titled “Only place sideways”](https://docs.slinky.gg/modules/block/clutch/#only-place-sideways) If enabled, _Clutch_ will only place against the sides of other blocks. This can be used to maintain the same Y level while clutching (but note that it can still go up by placing blocks along an existing wall). Aim --- [Section titled “Aim”](https://docs.slinky.gg/modules/block/clutch/#aim) _Clutch_ offers various settings to control the overall speed. ### Base speed [Section titled “Base speed”](https://docs.slinky.gg/modules/block/clutch/#base-speed) The base speed before it is modified by the other speed-related settings. If you want _Clutch_ to rotate faster or slower, this is generally the setting you want to change. ### Acceleration [Section titled “Acceleration”](https://docs.slinky.gg/modules/block/clutch/#acceleration) _Clutch_ can adjust the rotation speed depending on how wide the remaining angle is. Higher values will result in faster rotations. ### Acceleration strength [Section titled “Acceleration strength”](https://docs.slinky.gg/modules/block/clutch/#acceleration-strength) The [Base Speed](https://docs.slinky.gg/modules/block/clutch/#base-speed) and [Acceleration](https://docs.slinky.gg/modules/block/clutch/#acceleration) settings are combined to determine the final speed, this setting controls how strongly the [Acceleration](https://docs.slinky.gg/modules/block/clutch/#acceleration) setting affects the result. Some examples of values for this setting: * `0%`: only [Base Speed](https://docs.slinky.gg/modules/block/clutch/#base-speed) is used, [Acceleration](https://docs.slinky.gg/modules/block/clutch/#acceleration) is ignored entirely * `100%`: only [Acceleration](https://docs.slinky.gg/modules/block/clutch/#acceleration) is used, [Base Speed](https://docs.slinky.gg/modules/block/clutch/#base-speed) is ignored entirely * `50%`: both [Base Speed](https://docs.slinky.gg/modules/block/clutch/#base-speed) and [Acceleration](https://docs.slinky.gg/modules/block/clutch/#acceleration) affect the final speed equally ### Multipoint [Section titled “Multipoint”](https://docs.slinky.gg/modules/block/clutch/#multipoint) If enabled, _Clutch_ will always try to aim to the nearest point on the block. It is usually recommended to leave this off, since the advantage is small and it makes your aim snap around a lot. Snap-back --------- [Section titled “Snap-back”](https://docs.slinky.gg/modules/block/clutch/#snap-back) The previous section configures the part where _Clutch_ aims from your original crosshair position to a block. This section controls the opposite; snapping back to your original crosshair position after it has clutched. ### Delay [Section titled “Delay”](https://docs.slinky.gg/modules/block/clutch/#delay) Determines how long _Clutch_ waits after placing a block before rotating back. ### Duration [Section titled “Duration”](https://docs.slinky.gg/modules/block/clutch/#duration) Determines how long the rotation back takes. The [Delay](https://docs.slinky.gg/modules/block/clutch/#delay) is not included in this duration. ### Keep jump direction [Section titled “Keep jump direction”](https://docs.slinky.gg/modules/block/clutch/#keep-jump-direction) If enabled, _Clutch_ will snap back instantly when the player jumps (turning the module into a ‘Telly scaffold’). ### Disable afterwards [Section titled “Disable afterwards”](https://docs.slinky.gg/modules/block/clutch/#disable-afterwards) If enabled, _Clutch_ disables itself after it has rotated back to your original crosshair position. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/block/clutch/#conditions) _Clutch_ can be configured to only activate if: * You are mid-air, landing on ground will disable the module. Note that due to the way Minecraft movement works, it is possible to slide off the edge of a block after landing. Whether this affects you mostly depends on how you use the module, however you can pair it with [Bridge Assist](https://docs.slinky.gg/modules/block/bridge-assist/) to avoid as well. * You recently took damage * You are moving backwards (like when taking knockback) --- # Unknown ELF>@� @8@@@@�������$$  ( (��  ( (\`\`R�td  ( (��P�td���44Q�td &-(E48E:}LAui K���W(�П,�\`3fş,� \_\_gmon\_start\_\_execvpdlsymunsetenvstrcmpcallocexecvexecvelibc.so.6GLIBC\_2.2.5GLIBC\_2.34�)�)�)�)�)execvexecvp-XX:-DisableAttachMechanism-XX:+DisableAttachMechanismexecveJAVA\_TOOL\_OPTIONSJDK\_JAVA\_OPTIONS;4@P�t��P���zRx � �EA�C G��x @ )A�C \` (\`�A�C J������  ��EA�C G��x (��LA�C F���@ ��H��H�uH��t��H�����H��H���UH��AVSH��H��L�u�I�6�+L���LH�5-���H�������I�6H��H��\[A^\]��UH��H�=^����sH�=@����gH�=I���\]�ZUH��AWAVAUATSPL�?I�7H��tzH��I������E1�L�5����L���5��MD�K�t�I��H��u�I���tEI�t$��H��t1M��t!1�H����H��I9�tI�4�H�4�H��I9�u�J��H�H��\[A\\A\]A^A\_\]�UH��AVSH��H��L�u�I�6����L���<���H�5���H�������sI�6H��H��\[A^\]��UH��AWAVSPH��I��L�}�I�7�����L�������H�5���H�������,I�7L��H��H��\[A^A\_\]���5��%�@�%�h������%�h������%�h������%�h����A���o \`�) � b���o H � ���o����o����o (��crti.o.debug� �,crtn.o.debug4� Vclang version 20.1.2 (https://github.com/ziglang/zig-bootstrap c6bc9398c72c7a63fe9420a9055dcfd1845bc266)Linker: LLD 20.1.2 (https://github.com/ziglang/zig-bootstrap c6bc9398c72c7a63fe9420a9055dcfd1845bc266).dynsym.gnu.version.gnu.version\_r.gnu.hash.hash.dynstr.rela.dyn.rela.plt.rodata.eh\_frame\_hdr.eh\_frame.init.fini.text.plt.dynamic.got.got.plt.relro\_padding.gnu\_debuglink.comment.shstrtab � ���o�����o��0%���o  (/HHP5��b=GB\`Q2xxoY��4g  �q��w }((����P� ( \`��)� ��)� 8��)� @�� (�0� ��� � --- # Auto Clicker | Slinky [Skip to content](https://docs.slinky.gg/modules/combat/auto-clicker/#_top) Auto Clicker ============ The _Auto Clicker_ module clicks automatically while the left mouse button is pressed. Click pattern ------------- [Section titled “Click pattern”](https://docs.slinky.gg/modules/combat/auto-clicker/#click-pattern) The default click pattern is _Jitter_. Most other cheats only offer a jitter pattern, however Slinky also lets you select the _Butterfly_ pattern. This mode will generate double-clicks, which will generate the same click pattern as legitimate ‘butterfly clicking’. Some anti-cheats will flag you if you are clicking at high speed without double-clicks, in which case you can use the _Butterfly_ mode to bypass such checks. Target CPS ---------- [Section titled “Target CPS”](https://docs.slinky.gg/modules/combat/auto-clicker/#target-cps) The clicker will produce clicks at a rate close to the specified speed. Randomize --------- [Section titled “Randomize”](https://docs.slinky.gg/modules/combat/auto-clicker/#randomize) If enabled, the clicker will randomize the speed of the generated clicks. It is recommended to leave this setting on unless you know the server you are playing on does not flag auto-clickers. Simulate exhaust ---------------- [Section titled “Simulate exhaust”](https://docs.slinky.gg/modules/combat/auto-clicker/#simulate-exhaust) Players clicking legitimately will occasionally click slower, which can be replicated with this setting. It is recommended to leave this setting on unless you know the server you are playing on does not flag auto-clickers. Allow breaking blocks --------------------- [Section titled “Allow breaking blocks”](https://docs.slinky.gg/modules/combat/auto-clicker/#allow-breaking-blocks) Disables the module when holding down the mouse button while aiming on a block. Inventory --------- [Section titled “Inventory”](https://docs.slinky.gg/modules/combat/auto-clicker/#inventory) Enables the clicker in inventories/chests when the SHIFT key is held down. ### Randomize speed [Section titled “Randomize speed”](https://docs.slinky.gg/modules/combat/auto-clicker/#randomize-speed) By default, _Auto Clicker_ will try to limit your clicks in inventory to a reasonable speed. By disabling this setting, you can refill as fast as you can move your mouse. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/combat/auto-clicker/#conditions) You can specify additional requirements that must be met to activate _Auto Clicker_: * Holding weapon * Not using item --- # Auto Weapon | Slinky [Skip to content](https://docs.slinky.gg/modules/combat/auto-weapon/#_top) Auto Weapon =========== The _Auto Weapon_ module selects your weapon for you when aiming on a player. Activation time --------------- [Section titled “Activation time”](https://docs.slinky.gg/modules/combat/auto-weapon/#activation-time) The amount of time to aim on a player before _Auto Weapon_ activates. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/combat/auto-weapon/#conditions) _Auto Weapon_ can be configured to only activate when you are pressing the left mouse button. --- # Backtrack | Slinky [Skip to content](https://docs.slinky.gg/modules/combat/backtrack/#_top) Backtrack ========= The _Backtrack_ module will lag other players when they are about to move out of range, allowing you to get additional hits on them. This module is mainly intended to be used on servers where regular reach cheats are detected. Since _Backtrack_ is fully lag based, it does not violate vanilla Minecraft mechanics. Target distance --------------- [Section titled “Target distance”](https://docs.slinky.gg/modules/combat/backtrack/#target-distance) Specifies at which distances _Backtrack_ may activate. For example, when set to `1.0 - 4.0 blocks`, _Backtrack_ will not activate for players closer than 1 block or further away than 4 blocks. Maximum delay ------------- [Section titled “Maximum delay”](https://docs.slinky.gg/modules/combat/backtrack/#maximum-delay) Configures the maximum amount of time that the module may block packets for. Higher values mean players will be kept closer for a longer time, therefore offering more time to hit them. Maximum hurt time ----------------- [Section titled “Maximum hurt time”](https://docs.slinky.gg/modules/combat/backtrack/#maximum-hurt-time) Limits how high the target’s hurt time can be before _Backtrack_ activates (a hurt time of `200 ms` here means that the player can be damaged again in 200 milliseconds, ignoring latency). Keep in mind that any setting below the maximum will make _Backtrack_ activate in spikes, rather than applying a constant smooth lag. Cooldown -------- [Section titled “Cooldown”](https://docs.slinky.gg/modules/combat/backtrack/#cooldown) Allows setting a delay after _Backtrack_ deactivates. For example, if you set this value to `1.0 s` and _Backtrack_ lags a player who then goes out of range, at least one second must pass before it can start lagging again. Real position indicator ----------------------- [Section titled “Real position indicator”](https://docs.slinky.gg/modules/combat/backtrack/#real-position-indicator) When enabled, the module will render a box that indicates where the player would be standing if there was no lag. There are various options that can be customized: * Color * Line width * Filled (if false, only an outline is drawn) * Apply head rotation (the box will rotate based on where the player is aiming) Disable on hit -------------- [Section titled “Disable on hit”](https://docs.slinky.gg/modules/combat/backtrack/#disable-on-hit) Immediately stops lagging if you take knockback. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/combat/backtrack/#conditions) You can configure the module to only activate when you are holding a weapon. --- # Hit Select | Slinky [Skip to content](https://docs.slinky.gg/modules/combat/hit-select/#_top) Hit Select ========== The _Hit Select_ module filters unnecessary clicks, which helps reduce your average click speed whilst reducing more knockback. Pause duration -------------- [Section titled “Pause duration”](https://docs.slinky.gg/modules/combat/hit-select/#pause-duration) Controls the maximum duration that the module will prevent clicks. There are no perfect values here, it all depends on your own personal preference. Using higher values here means you will be able to move faster and have a lower average click speed (this does not cause you to take more knockback). Mode ---- [Section titled “Mode”](https://docs.slinky.gg/modules/combat/hit-select/#mode) _Hit Select_ can be used in several modes. ### Burst [Section titled “Burst”](https://docs.slinky.gg/modules/combat/hit-select/#burst) This mode will only allow you to click when your target can actually take damage and cancel clicks otherwise. This prevents you from slowing yourself down with unnecessary hits, allowing you to move faster. #### Wait for first hit [Section titled “Wait for first hit”](https://docs.slinky.gg/modules/combat/hit-select/#wait-for-first-hit) When set to a nonzero value, _Hit Select_ will not attack until you get hit first or until the configured delay has passed. This implements the mechanic that people generally refer to as 'hit selecting' and can be beneficial to start combos. #### Hit later in trades [Section titled “Hit later in trades”](https://docs.slinky.gg/modules/combat/hit-select/#hit-later-in-trades) Similar to [Wait for first hit](https://docs.slinky.gg/modules/combat/hit-select/#wait-for-first-hit) , except this configures the delay for hits afterwards. Waiting slightly longer to get hit in trades will usually reduce more knockback and keep your click speed lower too, however since it will also slow down your attacks it can make it harder to deal a lot of knockback to your target. ### Criticals [Section titled “Criticals”](https://docs.slinky.gg/modules/combat/hit-select/#criticals) This mode will prevent you from clicking while moving upwards (usually after taking knockback), which allows you to delay your attack until you are falling. Minecraft only lets you get critical hits while falling, so this module will greatly increase the chance of that happening. #### Disable during knockback [Section titled “Disable during knockback”](https://docs.slinky.gg/modules/combat/hit-select/#disable-during-knockback) If enabled, _Hit Select_ will not attempt to land more critical hits while you are taking knockback. You should usually only enable this if you are using the [Use server attack time](https://docs.slinky.gg/modules/combat/hit-select/#use-server-attack-time) setting as well. #### Only while damaged [Section titled “Only while damaged”](https://docs.slinky.gg/modules/combat/hit-select/#only-while-damaged) If enabled, _Hit Select_ will wait for you to get hit before it tries to land critical hits. Use server attack time ---------------------- [Section titled “Use server attack time”](https://docs.slinky.gg/modules/combat/hit-select/#use-server-attack-time) If enabled, rather than trying to predict when a player will take damage the client will wait for the server to confirm it. This means that the check will be affected by your ping (which is why you should generally not enable this), however it is a useful alternative for when the default attack prediction does not work. Fake swing ---------- [Section titled “Fake swing”](https://docs.slinky.gg/modules/combat/hit-select/#fake-swing) It may feel strange to see your sword stop swinging while playing, so this setting can be enabled to always display the swing animation, even when you are not really clicking/swinging. This is purely a cosmetic feature, other players or anti-cheats can't tell the difference. Cancel rate ----------- [Section titled “Cancel rate”](https://docs.slinky.gg/modules/combat/hit-select/#cancel-rate) Specifies the chance of actually cancelling a click. For example, if you use `50%` chance while clicking 20 CPS, it will result in you clicking 10 CPS on average (50% of the original speed). ### In combat [Section titled “In combat”](https://docs.slinky.gg/modules/combat/hit-select/#in-combat) Configures the cancel rate in combat. This only affects hits that are predicted to not deal damage, so using a high value here will not make you land less hits. * On `100%` this will result in each hit being perfectly timed and it will let you move as fast as possible. * On `0%` this effectively disables _Hit Select_ in combat. * For a more legit looking click pattern, you will likely want to use a value somewhere in between (it can be useful to use a mod that shows your click speed to find a value that produces realistic clicks). ### Missed swings [Section titled “Missed swings”](https://docs.slinky.gg/modules/combat/hit-select/#missed-swings) Configures the cancel rate for missed swings (swinging at air rather than a player). This setting never affects your hits on players. Instead, it is useful to keep your average click speed lower by reducing it when you don't need to be swinging. * On `100%` you will only ever swing when aiming on a player. This means the lowest average click speed, but also makes it look more like a triggerbot (since you never miss a hit). * On `0%` this effectively disables _Hit Select_ for missed hits. * For a more legit looking click pattern, try using a value that isn't too high to reduce your average click speed, without creating long noticeable pauses. --- # Criticals | Slinky [Skip to content](https://docs.slinky.gg/modules/combat/criticals/#_top) Criticals ========= The _Criticals_ module increase the chance of landing critical hits. Mode ---- [Section titled “Mode”](https://docs.slinky.gg/modules/combat/criticals/#mode) _Criticals_ can be used in two modes. ### Packet [Section titled “Packet”](https://docs.slinky.gg/modules/combat/criticals/#packet) This mode lags your packets at the right time to increase the chance of your hits registering as crits. #### Maximum delay [Section titled “Maximum delay”](https://docs.slinky.gg/modules/combat/criticals/#maximum-delay) This setting lets you configure the maximum duration that packets may be delayed by. ### Timer [Section titled “Timer”](https://docs.slinky.gg/modules/combat/criticals/#timer) This mode modifies your game timer speed to make you fall slower. This keeps you in the air for a longer time, increasing the odds of you landing more critical hits. Note that this mode visibly slows down your game, but it should generally avoid the delayed hits you otherwise can experience with [Packet](https://docs.slinky.gg/modules/combat/criticals/#packet) mode. #### Timer speed [Section titled “Timer speed”](https://docs.slinky.gg/modules/combat/criticals/#timer-speed) Configures the speed your game runs at while attempting to land a critical hit. The normal speed is `1.00x`, so a value of `0.50x` would be 50% speed for example. #### Boost [Section titled “Boost”](https://docs.slinky.gg/modules/combat/criticals/#boost) If set to a value greater than `0 ms`, you will be boosted/teleported when you land on ground or when you get hit if _Criticals_ was previously active. Chance ------ [Section titled “Chance”](https://docs.slinky.gg/modules/combat/criticals/#chance) You can configure the chance of the module activating to make it less obvious. A lower chance will of course result in less critical hits. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/combat/criticals/#conditions) You can specify additional requirements that must be met to activate _Criticals_: * Holding weapon * Mouse pressed --- # Knockback Delay | Slinky [Skip to content](https://docs.slinky.gg/modules/combat/knockback-delay/#_top) Knockback Delay =============== The _Knockback Delay_ module is used to delay your knockback when you get hit. This module can be combined with [Velocity](https://docs.slinky.gg/modules/combat/velocity/) for maximum knockback reduction. Distance to target ------------------ [Section titled “Distance to target”](https://docs.slinky.gg/modules/combat/knockback-delay/#distance-to-target) The maximum distance to the current target. You can lower this value to prevent the module activating when you are still too far away (eg. when you get hit by a rod or arrow). Chance ------ [Section titled “Chance”](https://docs.slinky.gg/modules/combat/knockback-delay/#chance) Specifies the chance of your knockback being delayed. ### Maximum delay [Section titled “Maximum delay”](https://docs.slinky.gg/modules/combat/knockback-delay/#maximum-delay) Maximum amount of delay/lag that may be used. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/combat/knockback-delay/#conditions) You can control when your knockback is reduced using the following conditions: * In air (disabling this usually only makes sense when using a high delay value) * Looking at player * Mouse pressed * Holding weapon --- # Hitboxes | Slinky [Skip to content](https://docs.slinky.gg/modules/combat/hitboxes/#_top) Hitboxes ======== The _Hitboxes_ module is used to expand the hitboxes of other entities. Expand ------ [Section titled “Expand”](https://docs.slinky.gg/modules/combat/hitboxes/#expand) This setting controls how much the hitboxes are expanded. In vanilla Minecraft, hitboxes are expanded by `0.1 blocks`. --- # Knockback Displace | Slinky [Skip to content](https://docs.slinky.gg/modules/combat/knockback-displace/#_top) Knockback Displace ================== The _Knockback Displace_ module abuses a vanilla Minecraft flaw to deal knockback at different angles. Direction --------- [Section titled “Direction”](https://docs.slinky.gg/modules/combat/knockback-displace/#direction) Controls the direction at which to deal knockback: ### Left / Right / Random [Section titled “Left / Right / Random”](https://docs.slinky.gg/modules/combat/knockback-displace/#left--right--random) You can specify the direction directly, in which case it cannot be controlled in-game. ### Strafe [Section titled “Strafe”](https://docs.slinky.gg/modules/combat/knockback-displace/#strafe) Your strafe keys (A/D) determine the direction. When neither or both keys are pressed, _Knockback Displace_ does nothing. ### Strafe (inverted) [Section titled “Strafe (inverted)”](https://docs.slinky.gg/modules/combat/knockback-displace/#strafe-inverted) Same as [Strafe](https://docs.slinky.gg/modules/combat/knockback-displace/#strafe) , except the direction is inverted. Use last strafe direction ------------------------- [Section titled “Use last strafe direction”](https://docs.slinky.gg/modules/combat/knockback-displace/#use-last-strafe-direction) If enabled, the [Strafe](https://docs.slinky.gg/modules/combat/knockback-displace/#strafe) and [Strafe (inverted)](https://docs.slinky.gg/modules/combat/knockback-displace/#strafe-inverted) modes will use your most recently pressed strafe direction if you aren’t pressing either strafe key. Cooldown -------- [Section titled “Cooldown”](https://docs.slinky.gg/modules/combat/knockback-displace/#cooldown) Determines how long _Knockback displace_ waits after activating before activating again. Angle ----- [Section titled “Angle”](https://docs.slinky.gg/modules/combat/knockback-displace/#angle) The angle to deal knockback at, this is relative to where you are looking (so without using _Knockback Displace_, you would be dealing knockback at an angle of 0 degrees). Hide rotation from players -------------------------- [Section titled “Hide rotation from players”](https://docs.slinky.gg/modules/combat/knockback-displace/#hide-rotation-from-players) If enabled, this prevents other players from seeing the flicks performed by this module. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/combat/knockback-displace/#conditions) _Knockback Displace_ can be configured to only activate if: * You are not taking knockback * You are holding a [weapon](https://docs.slinky.gg/modules/combat/weapons/) * Your held item has the knockback enchantment * The target is facing another direction --- # Lag Range | Slinky [Skip to content](https://docs.slinky.gg/modules/combat/lag-range/#_top) Lag Range ========= The _Lag Range_ module uses lag to keep you out of your opponent’s range, allowing for easy first hits. Maximum delay ------------- [Section titled “Maximum delay”](https://docs.slinky.gg/modules/combat/lag-range/#maximum-delay) The maximum duration that _Lag Range_ may delay your packets. Higher values will result in teleporting a longer distance from the perspective of other players. Flush conditions ---------------- [Section titled “Flush conditions”](https://docs.slinky.gg/modules/combat/lag-range/#flush-conditions) _Lag Range_ can be configured to stop lagging in certain scenarios. ### Sprint reset [Section titled “Sprint reset”](https://docs.slinky.gg/modules/combat/lag-range/#sprint-reset) If enabled, you will temporarily stop lagging when you reset your sprint. This prevents the lag from messing with the timing of your WTaps, blockhits, etc. at the cost of keeping less distance. ### Used splash potion [Section titled “Used splash potion”](https://docs.slinky.gg/modules/combat/lag-range/#used-splash-potion) If enabled, you will temporarily stop lagging after using a splash potion. This is useful for gamemodes that require healing splash potions, since the lag may cause you to miss them otherwise. Real position indicator ----------------------- [Section titled “Real position indicator”](https://docs.slinky.gg/modules/combat/lag-range/#real-position-indicator) Renders a hitbox at the position that other players will see when the module is lagging you. There are various options that can be customized: * Color * Line width * Filled (if false, only an outline is drawn) Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/combat/lag-range/#conditions) You can configure the module to only activate when: * Holding a weapon --- # Reach | Slinky [Skip to content](https://docs.slinky.gg/modules/combat/reach/#_top) Reach ===== The _Reach_ module is used to extend the distance from which you can attack. Distance -------- [Section titled “Distance”](https://docs.slinky.gg/modules/combat/reach/#distance) Specifies your new attack distance. Activate for ------------ [Section titled “Activate for”](https://docs.slinky.gg/modules/combat/reach/#activate-for) Under normal circumstances you can attack a player once every 10 game ticks. This setting controls during how many of these ticks your reach distance will be extended. For example, at a value of `5 ticks` you will have extended reach for `5 / 10 * 100% = 50%` of your hits. This setting is mainly useful for servers that ban for reach, since using lower values here will result in less out-of-range hits, meaning less flags. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/combat/reach/#conditions) You can optionally make the module disable itself when you are not sprinting. --- # Piercing | Slinky [Skip to content](https://docs.slinky.gg/modules/combat/piercing/#_top) Piercing ======== _Piercing_ allows you to hit through (_pierce_) entities or blocks. It is useful in scenarios with a lot of players around, since you will generally be able to land more hits. Always hit through ------------------ [Section titled “Always hit through”](https://docs.slinky.gg/modules/combat/piercing/#always-hit-through) Settings in this section of the module allow configuring which obstructions you can hit through (**not** which ones you can hit!). ### Sort targets by [Section titled “Sort targets by”](https://docs.slinky.gg/modules/combat/piercing/#sort-targets-by) Choose whether the module should focus on targetting players based on hurt time or their HP. In cases where no specific target can be chosen (eg. they have the same HP), a random one is selected. ### Non-player entities [Section titled “Non-player entities”](https://docs.slinky.gg/modules/combat/piercing/#non-player-entities) Allows hitting through non-player entities such as armor stands. You might have noticed that on certain servers PvP near holograms does not work well, as the holograms seem to block hits. This is generally due to the server using armor stands for holograms without disabling their hitboxes, but with this setting on you can hit through them anyway. You can of course hit through any other kind of mob as well. ### Friendlies [Section titled “Friendlies”](https://docs.slinky.gg/modules/combat/piercing/#friendlies) Always hits through teammates or friends if a non-friendly is behind them. Note that even with this setting disabled you can still use the module in team-based gamemodes, as it will then switch between attacking friendlies and enemies. ### Bots [Section titled “Bots”](https://docs.slinky.gg/modules/combat/piercing/#bots) Always hits through players flagged by [Anti Bot](https://docs.slinky.gg/modules/utility/anti-bot/) . ### Enemies [Section titled “Enemies”](https://docs.slinky.gg/modules/combat/piercing/#enemies) Allows hitting through any player not covered by previous settings. ### Blocks [Section titled “Blocks”](https://docs.slinky.gg/modules/combat/piercing/#blocks) Allows hitting through blocks if an entity is behind them. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/combat/piercing/#conditions) You can specify additional requirements that must be met to activate _Piercing_: * Holding weapon * Inside entity hitbox --- # Sprint Reset | Slinky [Skip to content](https://docs.slinky.gg/modules/combat/sprint-reset/#_top) Sprint Reset ============ The _Sprint Reset_ module automatically restarts your sprint state after you hit a player. This allows you to deal the maximum amount of knockback every hit. Mode ---- [Section titled “Mode”](https://docs.slinky.gg/modules/combat/sprint-reset/#mode) _Sprint Reset_ can be used in several modes. ### WTap [Section titled “WTap”](https://docs.slinky.gg/modules/combat/sprint-reset/#wtap) Resets your sprint by shortly letting go of the W key (or whatever key you use to move forward). This mode will stop moving forward entirely for a short moment. ### Sneak [Section titled “Sneak”](https://docs.slinky.gg/modules/combat/sprint-reset/#sneak) Resets your sprint by shortly sneaking, which prevents you from sprinting. This mode still keeps a tiny bit of forward momentum, so it will allow you to move slightly faster than WTap mode. ### NoStop [Section titled “NoStop”](https://docs.slinky.gg/modules/combat/sprint-reset/#nostop) Similar to WTap, but doesn’t fully stop moving. This is the fastest mode of all three. Delay after attack ------------------ [Section titled “Delay after attack”](https://docs.slinky.gg/modules/combat/sprint-reset/#delay-after-attack) Specifies how long the module waits before resetting your sprint after you attack a player. Stop duration ------------- [Section titled “Stop duration”](https://docs.slinky.gg/modules/combat/sprint-reset/#stop-duration) Specifies how long to stop sprinting. Higher durations will look more legit but will also slow you down a lot more. Randomize --------- [Section titled “Randomize”](https://docs.slinky.gg/modules/combat/sprint-reset/#randomize) By default the previously mentioned settings are randomized automatically. If you are playing on a server with an anti-cheat that does not care about this, you can disable it to make the module behave more consistently. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/combat/sprint-reset/#conditions) You can configure the module to only activate when: * Wait for damage: if enabled, you will not reset your sprint until you take damage yourself. This will generally deal less knockback (you will not be resetting your sprint while chasing or combo’ing someone) and will usually reduce your own knockback a bit more (waiting until you get hit yourself allows for better timing). * Holding a weapon --- # Timer Range | Slinky [Skip to content](https://docs.slinky.gg/modules/combat/timer-range/#_top) Timer Range =========== The _Timer Range_ module modifies your game timer speed to teleport you towards your opponent. Mode ---- [Section titled “Mode”](https://docs.slinky.gg/modules/combat/timer-range/#mode) ### Regular [Section titled “Regular”](https://docs.slinky.gg/modules/combat/timer-range/#regular) _Regular_ mode will always teleport you first, then freeze after. This differs from regular lag spikes where your game would freeze first, but when used with a low duration it still works on many anti-cheats. ### Legit [Section titled “Legit”](https://docs.slinky.gg/modules/combat/timer-range/#legit) _Legit_ mode will freeze your game, then teleport after. This is the same as what would happen with regular lag spikes. You can often use a higher duration with this mode, but keep in mind that it is also not as big of an advantage. Duration -------- [Section titled “Duration”](https://docs.slinky.gg/modules/combat/timer-range/#duration) Specifies how much time to ‘skip’ when teleporting. Higher durations allow you to teleport further, but will also make your game appear much laggier and can cause more anti-cheat flags. Cooldown -------- [Section titled “Cooldown”](https://docs.slinky.gg/modules/combat/timer-range/#cooldown) Specifies the minimum time the module will wait before teleporting again. Block while frozen ------------------ [Section titled “Block while frozen”](https://docs.slinky.gg/modules/combat/timer-range/#block-while-frozen) Blocks your sword while your game is frozen. This allows reducing damage if someone manages to hit you while you are frozen. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/combat/timer-range/#conditions) You can configure the module to only activate when: * Left mouse button is pressed * Holding a weapon * Not using an item --- # Weapons | Slinky [Skip to content](https://docs.slinky.gg/modules/combat/weapons/#_top) Weapons ======= _Weapons_ is not actually a module itself, it is simply a convenient way to configure weapon settings for various modules at once. Item types ---------- [Section titled “Item types”](https://docs.slinky.gg/modules/combat/weapons/#item-types) Controls which types of items are considered weapons. You can choose from the following pre-made categories: * Swords * Axes * Sticks In addition to that, you can also add more item types manually. Enchantments ------------ [Section titled “Enchantments”](https://docs.slinky.gg/modules/combat/weapons/#enchantments) _Weapons_ can be configured to consider any item a weapon if it contains a specific enchantment. This can be enabled for the following enchantments: * Sharpness * Knockback * Fire Aspect Hotbar slots ------------ [Section titled “Hotbar slots”](https://docs.slinky.gg/modules/combat/weapons/#hotbar-slots) _Weapons_ can be configured to always treat specific hotbar slots as if they contain a weapon, regardless of the item they contain. --- # Fast Accel | Slinky [Skip to content](https://docs.slinky.gg/modules/move/fast-accel/#_top) Fast Accel ========== The _Fast Accel_ module allows you accelerate much faster than vanilla Minecraft. Boost ----- [Section titled “Boost”](https://docs.slinky.gg/modules/move/fast-accel/#boost) The acceleration speed can be configured, with `0%` being vanilla speed and `100%` meaning you will reach your top speed instantly. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/move/fast-accel/#conditions) You can specify additional requirements that must be met to activate _Fast Accel_: * Not damaged * Holding weapon --- # Velocity | Slinky [Skip to content](https://docs.slinky.gg/modules/combat/velocity/#_top) Velocity ======== The _Velocity_ module is used to reduce the knockback you take. Mode ---- [Section titled “Mode”](https://docs.slinky.gg/modules/combat/velocity/#mode) _Velocity_ can be used in several modes. ### Regular [Section titled “Regular”](https://docs.slinky.gg/modules/combat/velocity/#regular) Regular mode simply reduces your motion to the specified amount. Modern anti-cheat plugins that feature good movement validation will generally catch this mode on any setting. #### Chance [Section titled “Chance”](https://docs.slinky.gg/modules/combat/velocity/#chance) Specifies the chance of your knockback being reduced. #### FOV [Section titled “FOV”](https://docs.slinky.gg/modules/combat/velocity/#fov) Any knockback originating outside the field of view specified by this setting will **not** be reduced. Some example values: * `360°`: reduce knockback from all angles _(default)_ * `180°`: reduce knockback if hit from the front, but don’t reduce when hit in the back (useful to prevent being slowed down while running away) #### Reduce to [Section titled “Reduce to”](https://docs.slinky.gg/modules/combat/velocity/#reduce-to) Specifies the amount of knockback that will be retained. If you set it to `60%`, you will receive 60% of the intended knockback amount. #### Reduce delay [Section titled “Reduce delay”](https://docs.slinky.gg/modules/combat/velocity/#reduce-delay) Specifies a delay before your knockback is reduced. For example, if you set it to `1 tick`, you will receive full knockback during the first game tick, then reduced knockback during the second. ### Jump [Section titled “Jump”](https://docs.slinky.gg/modules/combat/velocity/#jump) _Jump_ mode will automatically jump immediately after receiving knockback. This abuses a vanilla Minecraft mechanic, which lets you (partially) negate your knockback if you jump right away. #### Chance [Section titled “Chance”](https://docs.slinky.gg/modules/combat/velocity/#chance-1) Specifies the chance of jumping when taking knockback. ### Reduce [Section titled “Reduce”](https://docs.slinky.gg/modules/combat/velocity/#reduce) Abuses the vanilla attack slowdown mechanic (_reducing_) to reduce your knockback. This mode allows you to reduce knockback in cases where vanilla Minecraft does not allow it. #### Allow for double-clicks [Section titled “Allow for double-clicks”](https://docs.slinky.gg/modules/combat/velocity/#allow-for-double-clicks) If checked, your knockback will be reduced for double-clicks as well, which by default do not affect your motion. ### Ignore [Section titled “Ignore”](https://docs.slinky.gg/modules/combat/velocity/#ignore) This mode is similar to using _Regular_ at `0%`, except that you don’t lose any speed when getting hit. #### Vertical [Section titled “Vertical”](https://docs.slinky.gg/modules/combat/velocity/#vertical) _Ignore_ is the only mode that lets you modify vertical velocity. ##### Never [Section titled “Never”](https://docs.slinky.gg/modules/combat/velocity/#never) Using this setting, vertical velocity is always applied. ##### Only in air [Section titled “Only in air”](https://docs.slinky.gg/modules/combat/velocity/#only-in-air) Using this setting, vertical velocity is cancelled if you are hit mid-air. ##### Always [Section titled “Always”](https://docs.slinky.gg/modules/combat/velocity/#always) Using this setting, vertical velocity is always cancelled. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/combat/velocity/#conditions) You can control when your knockback is reduced using the following conditions: * Looking at player * Mouse pressed * Moving forward * Holding weapon * Sprinting ([Jump](https://docs.slinky.gg/modules/combat/velocity/#jump) mode only; when enabled, this also prevents jump-resetting when already reducing your knockback by clicking on a player in the same game tick) --- # Keep Sprint | Slinky [Skip to content](https://docs.slinky.gg/modules/move/keep-sprint/#_top) Keep Sprint =========== The _Keep Sprint_ module lets you keep your momentum after attacking a player. Chance ------ [Section titled “Chance”](https://docs.slinky.gg/modules/move/keep-sprint/#chance) Specifies the chance of keeping your momentum after attacking a player. Retained speed -------------- [Section titled “Retained speed”](https://docs.slinky.gg/modules/move/keep-sprint/#retained-speed) Specifies how much speed you retain after attacking. In vanilla Minecraft, you retain 60% of your speed. Setting this value to `100%` ensures you do not get slowed down at all. The perfect value to use will depend on the anti-cheat you are playing on. Most anti-cheats with advanced movement checks will require either `60%` (vanilla) or `100%` (no slowdown at all) to pass movement validation checks. Simpler anti-cheats may allow more values, with values close to `60%` usually being the safest. Allow reducing -------------- [Section titled “Allow reducing”](https://docs.slinky.gg/modules/move/keep-sprint/#allow-reducing) If enabled, _Keep Sprint_ will not remove the vanilla slowdown in cases where it would otherwise reduce your knockback. --- # No Jump Delay | Slinky [Skip to content](https://docs.slinky.gg/modules/move/no-jump-delay/#_top) No Jump Delay ============= The _No Jump Delay_ module removes the jump cooldown when holding the jump key, usually SPACE. This produces the same result as spamming the jump key. --- # No Slow | Slinky [Skip to content](https://docs.slinky.gg/modules/move/no-slow/#_top) No Slow ======= The _No Slow_ module allows removing (or decreasing) slowdown when using items. Retained speed -------------- [Section titled “Retained speed”](https://docs.slinky.gg/modules/move/no-slow/#retained-speed) You can configure the retained speed for different item types, with `20%` being vanilla slowdown and `100%` being full speed: * Swords * Bows * Consumables (anything that isn’t a sword or bow) --- # Instant Stop | Slinky [Skip to content](https://docs.slinky.gg/modules/move/instant-stop/#_top) Instant Stop ============ The _Instant Stop_ module allows you stop moving the instant you let go of your move keys, whereas in vanilla it takes a moment to come to a full stop. --- # Inv Walk | Slinky [Skip to content](https://docs.slinky.gg/modules/move/inv-walk/#_top) Inv Walk ======== _Inv Walk_ lets you move around while your inventory is open. Mode ---- [Section titled “Mode”](https://docs.slinky.gg/modules/move/inv-walk/#mode) ### Vanilla [Section titled “Vanilla”](https://docs.slinky.gg/modules/move/inv-walk/#vanilla) This mode lets you move around in your inventory without attempting to apply any special sort of bypass. ### Spoof [Section titled “Spoof”](https://docs.slinky.gg/modules/move/inv-walk/#spoof) This mode spoofs your inventory open state (only tells the server your inventory is open when needed), which can help to prevent anti-cheat flags. It includes some additional settings that can be configured. #### Stop on interact [Section titled “Stop on interact”](https://docs.slinky.gg/modules/move/inv-walk/#stop-on-interact) Specifies whether to stop temporarily when interacting with your inventory. This can be set to one of three modes: * _Full_ - stop moving completely * _Partial_ - slow down, but don’t stop entirely * _No_ - don’t slow down at all #### Stop duration [Section titled “Stop duration”](https://docs.slinky.gg/modules/move/inv-walk/#stop-duration) Specifies how long [Stop on interact](https://docs.slinky.gg/modules/move/inv-walk/#stop-on-interact) stops. #### Other containers [Section titled “Other containers”](https://docs.slinky.gg/modules/move/inv-walk/#other-containers) Accepts same modes as [Stop on interact](https://docs.slinky.gg/modules/move/inv-walk/#stop-on-interact) , except this setting is applied the entire time when a container is open that is not your own inventory (such as a chest). --- # Null Move | Slinky [Skip to content](https://docs.slinky.gg/modules/move/null-move/#_top) Null Move ========= The _Null Move_ module allows you to instantly switch directions when pressing multiple movement keys at once. This feature already exists for a lot of gaming keyboards (and can also be recreated using external tools), so if you are already using something like that then this module will add no real benefit. Other software may refer to the same feature as SOCD / Snap Tap / Null Binds. --- # Sprint | Slinky [Skip to content](https://docs.slinky.gg/modules/move/sprint/#_top) Sprint ====== _Sprint_ automatically sprints for you, without having to hold down the vanilla sprint bind. Allow while ----------- [Section titled “Allow while”](https://docs.slinky.gg/modules/move/sprint/#allow-while) You can configure _Sprint_ to work in various scenarios where you would not be able to sprint without cheats: * Using item * Backwards * Sideways * In inventory --- # Strafe | Slinky [Skip to content](https://docs.slinky.gg/modules/move/strafe/#_top) Strafe ====== The _Strafe_ module allows you to strafe in different directions much faster than vanilla Minecraft. Strength -------- [Section titled “Strength”](https://docs.slinky.gg/modules/move/strafe/#strength) The strength of the module can be configured, with `0%` meaning it does nothing and `100%` giving the biggest advantage. You can configure strength separately for these scenarios: * On ground * In air * The moment you jump Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/move/strafe/#conditions) You can specify additional requirements that must be met to activate _Strafe_: * Maximum hurt time * Holding weapon --- # Anti Bot | Slinky [Skip to content](https://docs.slinky.gg/modules/utility/anti-bot/#_top) Anti Bot ======== _Anti Bot_ configures which players should be considered bots and how to handle them. Checks ------ [Section titled “Checks”](https://docs.slinky.gg/modules/utility/anti-bot/#checks) _Anti Bot_ can use several checks, which are all enabled by default. ### Invalid UUID [Section titled “Invalid UUID”](https://docs.slinky.gg/modules/utility/anti-bot/#invalid-uuid) Filter players with an invalid UUID. By default this check is only applied to stationary players, as it can cause false flags in rare cases. ### Always invisible [Section titled “Always invisible”](https://docs.slinky.gg/modules/utility/anti-bot/#always-invisible) Filter players that have been invisible from the moment they first spawned in. ### Always stationary [Section titled “Always stationary”](https://docs.slinky.gg/modules/utility/anti-bot/#always-stationary) Filter players who have never moved (horizontally) at all. ### Sleeping [Section titled “Sleeping”](https://docs.slinky.gg/modules/utility/anti-bot/#sleeping) Filter players who are sleeping. ### Entity age [Section titled “Entity age”](https://docs.slinky.gg/modules/utility/anti-bot/#entity-age) Filter players that spawned recently. --- # Auto Pot | Slinky [Skip to content](https://docs.slinky.gg/modules/utility/auto-pot/#_top) Auto Pot ======== The _Auto Pot_ module automatically selects and throws healing potions. Delay between actions --------------------- [Section titled “Delay between actions”](https://docs.slinky.gg/modules/utility/auto-pot/#delay-between-actions) Configures the delay between actions like switching to the potion, throwing it, switching back. Prevent wasting health ---------------------- [Section titled “Prevent wasting health”](https://docs.slinky.gg/modules/utility/auto-pot/#prevent-wasting-health) Prevents throwing potions if your health is too high. Automatically do multiple splashes ---------------------------------- [Section titled “Automatically do multiple splashes”](https://docs.slinky.gg/modules/utility/auto-pot/#automatically-do-multiple-splashes) Allows the module to use more than one potion if you health is low enough. You can still press the bind multiple times yourself when this setting is disabled. Use non-health potions ---------------------- [Section titled “Use non-health potions”](https://docs.slinky.gg/modules/utility/auto-pot/#use-non-health-potions) If enabled, _Auto Pot_ will throw any splashable potion, not just Instant Health. Most users will want to keep this disabled. --- # Auto Rod | Slinky [Skip to content](https://docs.slinky.gg/modules/utility/auto-rod/#_top) Auto Rod ======== The _Auto Rod_ module automatically selects and throws your fishing rod. It automatically retracts it when a target is hit or if the hook has missed the target. It can also be used for throwing snowballs/eggs. Retract speed ------------- [Section titled “Retract speed”](https://docs.slinky.gg/modules/utility/auto-rod/#retract-speed) How fast the module retracts the rod after throwing it. If you feel like the module is waiting too long (can happen if your ping is very high), you can increase this value to speed it up. Delay between actions --------------------- [Section titled “Delay between actions”](https://docs.slinky.gg/modules/utility/auto-rod/#delay-between-actions) Configures the delay between actions like switching to the fishing rod, throwing it and retracting it. Randomize delays ---------------- [Section titled “Randomize delays”](https://docs.slinky.gg/modules/utility/auto-rod/#randomize-delays) Whether to apply randomization to the generated delays. Always switch back to weapon ---------------------------- [Section titled “Always switch back to weapon”](https://docs.slinky.gg/modules/utility/auto-rod/#always-switch-back-to-weapon) If enabled, the module will switch back to the first slot it finds containing a weapon, rather than the slot that was selected when the module was toggled. Throwables ---------- [Section titled “Throwables”](https://docs.slinky.gg/modules/utility/auto-rod/#throwables) ### Allow using snowballs/eggs [Section titled “Allow using snowballs/eggs”](https://docs.slinky.gg/modules/utility/auto-rod/#allow-using-snowballseggs) If enabled, the module will use snowballs/eggs if you have any in your hotbar. ### Throw speed [Section titled “Throw speed”](https://docs.slinky.gg/modules/utility/auto-rod/#throw-speed) How fast the module should throw snowballs/eggs. This setting only makes a difference if you are using a hold bind. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/utility/auto-rod/#conditions) You can enable the _Not within melee range_ setting to automatically disable _Auto Rod_ when the target is close enough to be attacked with a melee weapon. This ensures you can attack the player with a sword instantly. --- # Auto Soup | Slinky [Skip to content](https://docs.slinky.gg/modules/utility/auto-soup/#_top) Auto Soup ========= The _Auto Soup_ module automatically consumes soups to increase your health. Maximum health -------------- [Section titled “Maximum health”](https://docs.slinky.gg/modules/utility/auto-soup/#maximum-health) Specifies a health threshold; if your health is above the specified value, the module will not do anything. You can specify both `Single use` and `Double use` health values. If you take a large amount of damage at once, causing your health to instantly drop below the `Double use` value, the module will quickly use two soups instead of one. Delays ------ [Section titled “Delays”](https://docs.slinky.gg/modules/utility/auto-soup/#delays) You can configure various delays for _Auto Soup_. ### Randomization [Section titled “Randomization”](https://docs.slinky.gg/modules/utility/auto-soup/#randomization) Controls the randomization strength for the module. This affects all the delays that can be configured. You can use a value of `0%` for this setting to completely disable any randomization and exhaust, for servers that do not have advanced anti-cheat checks for souping. ### Before switching slots [Section titled “Before switching slots”](https://docs.slinky.gg/modules/utility/auto-soup/#before-switching-slots) Specifies how long the module will wait to soup after your health drops low enough. This avoids you instantly reacting to damage, which may make it obvious that you are using a cheat. ### Between actions [Section titled “Between actions”](https://docs.slinky.gg/modules/utility/auto-soup/#between-actions) Specifies the delay between actions like switching to the soup, using the soup, dropping the bowl, etc. ### Cooldown [Section titled “Cooldown”](https://docs.slinky.gg/modules/utility/auto-soup/#cooldown) Specifies a cooldown after the module is done souping (not applied until the last soup if the module is double-souping). Drop bowls ---------- [Section titled “Drop bowls”](https://docs.slinky.gg/modules/utility/auto-soup/#drop-bowls) If enabled, the module will drop the empty bowl after using a soup. Some servers will clear the bowl automatically for you, in which case the module will work faster if you turn this setting off. Override item type ------------------ [Section titled “Override item type”](https://docs.slinky.gg/modules/utility/auto-soup/#override-item-type) Allows choosing a different item to use instead of mushroom soup. This makes it possible to use _Auto Soup_ to eat golden heads (choose the `Skull` item in this case) in UHC gamemodes for example. The [Drop bowls](https://docs.slinky.gg/modules/utility/auto-soup/#drop-bowls) setting will be ignored if a non-soup item is chosen. --- # Blink | Slinky [Skip to content](https://docs.slinky.gg/modules/utility/blink/#_top) Blink ===== The _Blink_ module makes it appear as if you are teleporting from the perspective of other players by abusing lag. Direction --------- [Section titled “Direction”](https://docs.slinky.gg/modules/utility/blink/#direction) The _Blink_ module can block packets that are inbound, outbound or both. * Blocking outbound packets will make you teleport from the perspective of other players. * Blocking inbound packets will freeze everything on your screen (can be abused to delay various things, such as knockback). Maximum duration ---------------- [Section titled “Maximum duration”](https://docs.slinky.gg/modules/utility/blink/#maximum-duration) Specifies a duration after which the module will disable itself. You can of course still manually disable the module before this timer runs out. Disable on ---------- [Section titled “Disable on”](https://docs.slinky.gg/modules/utility/blink/#disable-on) The module can be configured to automatically disable when certain scenarios occur: * Attack * Block interact * Block dig --- # Friends | Slinky [Skip to content](https://docs.slinky.gg/modules/utility/friends/#_top) Friends ======= _Friends_ allows manually marking other players as friendly. It can be used in cases where the [Teams](https://docs.slinky.gg/modules/utility/teams/) module is not able to do this automatically. Middle-click to add ------------------- [Section titled “Middle-click to add”](https://docs.slinky.gg/modules/utility/friends/#middle-click-to-add) If enabled, you can click your mouse wheel while looking at players in-game to add or remove them as friend. --- # Item Use Fix | Slinky [Skip to content](https://docs.slinky.gg/modules/utility/item-use-fix/#_top) Item Use Fix ============ This modifies vanilla mechanics and can be flagged by some anti-cheats. The _Item Use Fix_ allows you to use items while you are digging, which is not possible in Vanilla 1.8. This is mainly useful for gamemodes where you need to use potions or soups quickly and want to prevent the item use from being blocked if you accidentally left click at the same time. --- # No Hit Delay | Slinky [Skip to content](https://docs.slinky.gg/modules/utility/no-hit-delay/#_top) No Hit Delay ============ _No Hit Delay_ removes the cooldown after missing a hit. Mode ---- [Section titled “Mode”](https://docs.slinky.gg/modules/utility/no-hit-delay/#mode) ### Regular [Section titled “Regular”](https://docs.slinky.gg/modules/utility/no-hit-delay/#regular) Fully removes the cooldown. It is possible for anti-cheats to detect this in some cases, but most servers don’t care if you use this. ### Legit [Section titled “Legit”](https://docs.slinky.gg/modules/utility/no-hit-delay/#legit) Only removes the cooldown when necessary, replaces other missed swings with a fake swing animation that only you can see. For PvP, your hit registration will be the exact same as [Regular](https://docs.slinky.gg/modules/utility/no-hit-delay/#regular) mode, but you will not be able to click as fast in air. --- # Safe Walk | Slinky [Skip to content](https://docs.slinky.gg/modules/move/safe-walk/#_top) Safe Walk ========= The _Safe Walk_ module prevents you from walking off blocks. It uses the same mechanic that vanilla has when sneaking on the edge of a block, except this module does not require you to sneak and does not slow you down. Motion ------ [Section titled “Motion”](https://docs.slinky.gg/modules/move/safe-walk/#motion) Modifies your speed when walking backwards (and while all conditions for this module are met). Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/move/safe-walk/#conditions) You can specify additional requirements that must be met to activate _Safe Walk_: * Holding blocks * Looking down * Not moving forward --- # No Item Release | Slinky [Skip to content](https://docs.slinky.gg/modules/utility/no-item-release/#_top) No Item Release =============== _No Item Release_ cancels the item release packet after using an item, eg. after drinking a potion or blocking your sword. This allows you to let go of right-click when using an item, while tricking the server into thinking that you are still using the item. This module is similar to ‘NoSlow’/‘NoSlowdown’ seen in other cheats, except it is not visible on your own screen. Mode ---- [Section titled “Mode”](https://docs.slinky.gg/modules/utility/no-item-release/#mode) The _Mode_ setting controls which items the module will activate for. ### Consumable [Section titled “Consumable”](https://docs.slinky.gg/modules/utility/no-item-release/#consumable) Activates the module for non-sword items such as food and potions. ### Sword [Section titled “Sword”](https://docs.slinky.gg/modules/utility/no-item-release/#sword) Activates the module for swords. ### All [Section titled “All”](https://docs.slinky.gg/modules/utility/no-item-release/#all) Activates the module for all items, except bows and fishing rods. --- # No Use Delay | Slinky [Skip to content](https://docs.slinky.gg/modules/utility/no-use-delay/#_top) No Use Delay ============ The _No Use Delay_ module removes the vanilla delay when you finish eating food or drinking potions. The higher your ping, the more noticeable the effect of this module will be. Allow desync abuse ------------------ [Section titled “Allow desync abuse”](https://docs.slinky.gg/modules/utility/no-use-delay/#allow-desync-abuse) If enabled, the module will skip the eating animation entirely if your current item changes while it is being consumed. An example scenario is when you press the drop item key while eating food (also known as ‘Run and eat’ glitch). --- # Ping Fix | Slinky [Skip to content](https://docs.slinky.gg/modules/utility/ping-fix/#_top) Ping Fix ======== _Ping Fix_ hides lag caused by Slinky’s modules when other players attempt to look up your ping. Many servers offer a `/ping` command or display your ping on the scoreboard, so using _Ping Fix_ can be used to prevent modules such as [Backtrack](https://docs.slinky.gg/modules/combat/backtrack/) from creating obvious ping spikes. --- # Teams | Slinky [Skip to content](https://docs.slinky.gg/modules/utility/teams/#_top) Teams ===== _Teams_ configures which players should be considered friendly. Match own nametag ----------------- [Section titled “Match own nametag”](https://docs.slinky.gg/modules/utility/teams/#match-own-nametag) If enabled, all players with the same nametag color as your own will be considered teammates. Colors ------ [Section titled “Colors”](https://docs.slinky.gg/modules/utility/teams/#colors) This setting allows manually specifying which colors are used by teammates. The [Match own nametag](https://docs.slinky.gg/modules/utility/teams/#match-own-nametag) setting is usually enough, but sometimes you may need to configure this directly. --- # Refill | Slinky [Skip to content](https://docs.slinky.gg/modules/utility/refill/#_top) Refill ====== The _Refill_ module automatically moves items from your inventory into your hotbar. Items ----- [Section titled “Items”](https://docs.slinky.gg/modules/utility/refill/#items) You can select which items the module is allowed to refill. You can enable `Soup`, `Potion`. ### Use non-health potions [Section titled “Use non-health potions”](https://docs.slinky.gg/modules/utility/refill/#use-non-health-potions) By default, the _Potion_ setting will only use Instant Health potions. By enabling this setting, any splashable potion will be refilled. Simulate button --------------- [Section titled “Simulate button”](https://docs.slinky.gg/modules/utility/refill/#simulate-button) Choose which mouse button the module simulates. For example, if you choose `Right`, the server/plugins will think that you are right-clicking on each item you refill. You can choose between: * Left * Right (while unusual for legit players, using right button actually bypasses some anti-cheats) * Left + right (combines both mouse buttons, anti-cheats may allow a higher refill speed) Delay after open ---------------- [Section titled “Delay after open”](https://docs.slinky.gg/modules/utility/refill/#delay-after-open) Specifies a delay before the module starts refilling after opening your inventory. Delay before close ------------------ [Section titled “Delay before close”](https://docs.slinky.gg/modules/utility/refill/#delay-before-close) Specifies a delay before the module closes your inventory after the last item has been refilled. Speed ----- [Section titled “Speed”](https://docs.slinky.gg/modules/utility/refill/#speed) Controls how fast items are moved. Smart speed ----------- [Section titled “Smart speed”](https://docs.slinky.gg/modules/utility/refill/#smart-speed) If enabled, the module will decrease the refilling speed in scenarios where a legitimate player would also refill slower, such as when the items are far apart. --- # Timer | Slinky [Skip to content](https://docs.slinky.gg/modules/utility/timer/#_top) Timer ===== The _Timer_ module lets you modify the game tick timer, allowing you to speed up or slow down the entire game. Speed ----- [Section titled “Speed”](https://docs.slinky.gg/modules/utility/timer/#speed) Configures the timer speed. Vanilla speed is `1.00x`. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/utility/timer/#conditions) On some anti-cheats it can help to only speed up your game when necessary. You can enable the following conditions to limit how often the modified timer speed is used: * Mouse pressed * Damage (when you take damage yourself, not your opponent) * Falling --- # Anti Debuff | Slinky [Skip to content](https://docs.slinky.gg/modules/visual/anti-debuff/#_top) Anti Debuff =========== The _Anti Debuff_ module hides negative visual effects. Blindness --------- [Section titled “Blindness”](https://docs.slinky.gg/modules/visual/anti-debuff/#blindness) Removes the darkness when the blindness effect is active. Nausea ------ [Section titled “Nausea”](https://docs.slinky.gg/modules/visual/anti-debuff/#nausea) Removes the screen warping when the Nausea effect is active. --- # Block ESP | Slinky [Skip to content](https://docs.slinky.gg/modules/visual/block-esp/#_top) Block ESP ========= ![Screenshot while using Block ESP](https://docs.slinky.gg/_astro/block-esp.kmRiaQzE_1wVnl9.webp) The _Block ESP_ module scans and highlights blocks. Range ----- [Section titled “Range”](https://docs.slinky.gg/modules/visual/block-esp/#range) You can specify the maximum range in chunks at which blocks will be rendered. Limit per chunk --------------- [Section titled “Limit per chunk”](https://docs.slinky.gg/modules/visual/block-esp/#limit-per-chunk) This limits how many blocks may be highlighted by _Block ESP_ per chunk. This exists as a performance optimization for scenarios like: * _Block ESP_ is configured to scan for obsidian blocks, intended to be used in Bed Wars games. * Bed Wars lobby contains a huge amount of obsidian, causing a big FPS drop if they are all rendered. Block types ----------- [Section titled “Block types”](https://docs.slinky.gg/modules/visual/block-esp/#block-types) You can fully customize the types of blocks that are highlighted; all Minecraft blocks are supported. You can also set a custom color for each block type. Customization ------------- [Section titled “Customization”](https://docs.slinky.gg/modules/visual/block-esp/#customization) Aside from custom colors per block, you can also modify the thinkness of the outlines. --- # Chams | Slinky [Skip to content](https://docs.slinky.gg/modules/visual/chams/#_top) Chams ===== The _Chams_ module allows players to be rendered even if there is something in front of them, such as a wall. Hide friendlies --------------- [Section titled “Hide friendlies”](https://docs.slinky.gg/modules/visual/chams/#hide-friendlies) If enabled, teammates and friends are ignored. --- # Free Look | Slinky [Skip to content](https://docs.slinky.gg/modules/visual/free-look/#_top) Free Look ========= ![Screenshot while using Free Look](https://docs.slinky.gg/_astro/free-look.p_-kN35R_1UXGi0.webp) The _Free Look_ module lets you move your game camera around, without moving the player. This module is included in many legitimate (non-cheat) clients, but they are often disabled on certain servers. Slinky’s version can be used on any server without restrictions. Switch to --------- [Section titled “Switch to”](https://docs.slinky.gg/modules/visual/free-look/#switch-to) Automatically changes perspective when the module is enabled. Can be set to: * First person * Third person * Third person (reverse) --- # Chest ESP | Slinky [Skip to content](https://docs.slinky.gg/modules/visual/chest-esp/#_top) Chest ESP ========= ![Screenshot while using Chest ESP](https://docs.slinky.gg/_astro/chest-esp.Cg6Aiq84_RaBEw.webp) The _Chest ESP_ module highlights chest blocks, allowing you to find them more easily. Range ----- [Section titled “Range”](https://docs.slinky.gg/modules/visual/chest-esp/#range) Specifies the maximum rendering range. Blocks further away will not be highlighted. Target ------ [Section titled “Target”](https://docs.slinky.gg/modules/visual/chest-esp/#target) Specifies the types of chests that can be highlighted: * Regular chests * Trapped chests * Ender chests * Beacons (technically not chests, but sometimes used by servers as lootbox) Customization ------------- [Section titled “Customization”](https://docs.slinky.gg/modules/visual/chest-esp/#customization) The looks of the ESP boxes can be customized. ### Line width [Section titled “Line width”](https://docs.slinky.gg/modules/visual/chest-esp/#line-width) Adjust how thick the outlines are. ### Filled [Section titled “Filled”](https://docs.slinky.gg/modules/visual/chest-esp/#filled) When turned off, only an outline will be rendered. ### Colors [Section titled “Colors”](https://docs.slinky.gg/modules/visual/chest-esp/#colors) Colors can be customized for each chest type. --- # GUI | Slinky [Skip to content](https://docs.slinky.gg/modules/visual/gui/#_top) GUI === ![The GUI settings](https://docs.slinky.gg/_astro/gui.BY18DUbN_ZMYNaC.webp) _GUI_ lets you configure the cheat menu. Scale ----- [Section titled “Scale”](https://docs.slinky.gg/modules/visual/gui/#scale) Controls the rendering scale factors. This settings affects the menu, but also notifications, mod overlay and 2D Player ESP. Accent color ------------ [Section titled “Accent color”](https://docs.slinky.gg/modules/visual/gui/#accent-color) Specifies the color used as accent in the GUI, which is orange by default. Allow input while open ---------------------- [Section titled “Allow input while open”](https://docs.slinky.gg/modules/visual/gui/#allow-input-while-open) If enabled, you will be able to move around in-game while the menu is open. Layout ------ [Section titled “Layout”](https://docs.slinky.gg/modules/visual/gui/#layout) ### Compact [Section titled “Compact”](https://docs.slinky.gg/modules/visual/gui/#compact) Hides descriptions for modules and profiles. This allows fitting more modules on your screen at once. ### Wide [Section titled “Wide”](https://docs.slinky.gg/modules/visual/gui/#wide) Allows the menu to use more horizontal screen space. Especially useful for people using 4K monitors. --- # Indicators | Slinky [Skip to content](https://docs.slinky.gg/modules/visual/indicators/#_top) Indicators ========== ![Screenshot while using Indicators](https://docs.slinky.gg/_astro/indicators.Cr5cPlH3_Z1yVaxM.webp) The _Indicators_ module notifies you when certain projectiles are spawned. Warn for -------- [Section titled “Warn for”](https://docs.slinky.gg/modules/visual/indicators/#warn-for) _Indicators_ can currently be enabled for: * Fireballs * Ender pearls * Arrows Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/visual/indicators/#conditions) To prevent unnecessary warnings, you can enable the _Coming closer_ conditional to only warn for projectiles that are moving closer to you. --- # Item ESP | Slinky [Skip to content](https://docs.slinky.gg/modules/visual/item-esp/#_top) Item ESP ======== ![Screenshot while using Item ESP](https://docs.slinky.gg/_astro/item-esp.C288ZAQ2_Z2357MP.webp) The _Item ESP_ module highlights dropped items. Range ----- [Section titled “Range”](https://docs.slinky.gg/modules/visual/item-esp/#range) You can specify the maximum range to scan for dropped items. Show count ---------- [Section titled “Show count”](https://docs.slinky.gg/modules/visual/item-esp/#show-count) If enabled, the number of items included in the stack will be displayed. Note that Slinky hides the count for stacks that contain only one item, to prevent too much overlapping text from being rendered. Item types ---------- [Section titled “Item types”](https://docs.slinky.gg/modules/visual/item-esp/#item-types) You can fully customize the types of items that are highlighted; all Minecraft items are supported. You can also set a custom color for each item. Highlight all items ------------------- [Section titled “Highlight all items”](https://docs.slinky.gg/modules/visual/item-esp/#highlight-all-items) If enabled, items that were not explicitly configured are still highlighted. You can specify a default color for these items. For example, you could: * Configure diamonds to render as cyan * Configure emeralds to render as green * Configure all other items to render as red --- # Mod overlay | Slinky [Skip to content](https://docs.slinky.gg/modules/visual/mod-overlay/#_top) Mod overlay =========== ![The module overlay](https://docs.slinky.gg/_astro/mod-overlay.V4LbpEVi_Z2w9CtY.webp) _Mod overlay_ renders a list containing the modules you are currently using. Visible categories ------------------ [Section titled “Visible categories”](https://docs.slinky.gg/modules/visual/mod-overlay/#visible-categories) Controls which module categories are added to the list. Modules in disabled categories will not be shown on the list. Customization ------------- [Section titled “Customization”](https://docs.slinky.gg/modules/visual/mod-overlay/#customization) _Mod Overlay_ offers various options to customize the looks of the overlay. ### Text size [Section titled “Text size”](https://docs.slinky.gg/modules/visual/mod-overlay/#text-size) Adjusts the size of the font. ### Padding X/Y [Section titled “Padding X/Y”](https://docs.slinky.gg/modules/visual/mod-overlay/#padding-xy) The horizontal and vertical padding (spacing between the text and background borders) can be configured independently. ### Rounding [Section titled “Rounding”](https://docs.slinky.gg/modules/visual/mod-overlay/#rounding) Controls how much rounding is applied to the background (set can set to `0 px` to disable rounding entirely). ### Text color [Section titled “Text color”](https://docs.slinky.gg/modules/visual/mod-overlay/#text-color) The color of the module names, which is orange by default. ### Details color [Section titled “Details color”](https://docs.slinky.gg/modules/visual/mod-overlay/#details-color) The color of the module details, which is gray by default. ### Lowercase [Section titled “Lowercase”](https://docs.slinky.gg/modules/visual/mod-overlay/#lowercase) If enabled, renders all text in lowercase. ### Show details [Section titled “Show details”](https://docs.slinky.gg/modules/visual/mod-overlay/#show-details) If enabled, extra details will be shown for modules. The details that are shown vary between modules, usually it will be the active mode. Conditionals ------------ [Section titled “Conditionals”](https://docs.slinky.gg/modules/visual/mod-overlay/#conditionals) You can enable `Only bound modules` to hide any module that has not been assigned a keybind. --- # Name Tags | Slinky [Skip to content](https://docs.slinky.gg/modules/visual/name-tags/#_top) Name Tags ========= ![Screenshot while using Name Tags](https://docs.slinky.gg/_astro/name-tags.Kwx-uxJq_6tNzA.webp) The _Name Tags_ module makes player name tags easier to see. It increases their allowed render distance, size and always displays them, even if a player is sneaking or invisible. Range ----- [Section titled “Range”](https://docs.slinky.gg/modules/visual/name-tags/#range) Specifies the maximum rendering range. No name tag will be rendered for players outside this range. Scale ----- [Section titled “Scale”](https://docs.slinky.gg/modules/visual/name-tags/#scale) Controls the size of name tags, allowing you to make them smaller or bigger. Show own name tag ----------------- [Section titled “Show own name tag”](https://docs.slinky.gg/modules/visual/name-tags/#show-own-name-tag) If enabled, you can see your own name tag in third person mode. Distance scaling ---------------- [Section titled “Distance scaling”](https://docs.slinky.gg/modules/visual/name-tags/#distance-scaling) If enabled, name tags will remain the same size, whether the player is far away or nearby. Background ---------- [Section titled “Background”](https://docs.slinky.gg/modules/visual/name-tags/#background) If enabled, there will be a background behind the name tag text (just like the Vanilla name tags). Text shadow ----------- [Section titled “Text shadow”](https://docs.slinky.gg/modules/visual/name-tags/#text-shadow) If enabled, the text will have a drop shadow. Extra info ---------- [Section titled “Extra info”](https://docs.slinky.gg/modules/visual/name-tags/#extra-info) Name tags can be configured to display additional information. ### Health [Section titled “Health”](https://docs.slinky.gg/modules/visual/name-tags/#health) Displays the player’s health in front of their name. #### Health format [Section titled “Health format”](https://docs.slinky.gg/modules/visual/name-tags/#health-format) You can choose to display health as HP (meaning values are in range `0 - 20`) or as hearts (meaning values are in range `0.0 - 10.0`). ### Distance [Section titled “Distance”](https://docs.slinky.gg/modules/visual/name-tags/#distance) Displays the distance to the player after their name. ### Equipment [Section titled “Equipment”](https://docs.slinky.gg/modules/visual/name-tags/#equipment) Shows the player’s armor and held item above the name tag. ### Enchantments [Section titled “Enchantments”](https://docs.slinky.gg/modules/visual/name-tags/#enchantments) Shows enchantments that have been applied to each equipment item. --- # No Hurt Cam | Slinky [Skip to content](https://docs.slinky.gg/modules/visual/no-hurt-cam/#_top) No Hurt Cam =========== The _No Hurt Cam_ module removes the camera shake when you take damage. --- # Fake Lag | Slinky [Skip to content](https://docs.slinky.gg/modules/utility/fake-lag/#_top) Fake Lag ======== The _Fake Lag_ module adds artificial lag to your connection. Mode ---- [Section titled “Mode”](https://docs.slinky.gg/modules/utility/fake-lag/#mode) _Fake Lag_ can be used in two modes. ### Static [Section titled “Static”](https://docs.slinky.gg/modules/utility/fake-lag/#static) In _Static_ mode, the delays you specify are simply added to your ping and won’t fluctuate. Conditions can still cause fluctuations, eg. switching items when using _Holding weapon_ requirement can cause the module to toggle on and off. ### Pulse [Section titled “Pulse”](https://docs.slinky.gg/modules/utility/fake-lag/#pulse) In _Pulse_ mode, packets will be held back, then flushed in pulses. It is similar to manually spamming the [Blink](https://docs.slinky.gg/modules/utility/blink/) module repeatedly. Delay ----- [Section titled “Delay”](https://docs.slinky.gg/modules/utility/fake-lag/#delay) You can configure _Inbound_ and _Outbound_ delay separately. If you set both sliders to `50 ms`, your ping will increase by `50 + 50 = 100 ms`. You can also enable _Realtime damage_. This setting only affects the _Inbound_ delay. When enabled, it will not delay damage packets, so you will immediately see when you or your target take damage, while still delaying other things such as knockback. Conditions ---------- [Section titled “Conditions”](https://docs.slinky.gg/modules/utility/fake-lag/#conditions) By default _Fake Lag_ just adds a static delay to your connection, but it can be turned into dynamic lag by enabling conditions: * Holding weapon * Require attack (meaning you recently attacked another player) * In-game (disables in menus) --- # Notifications | Slinky [Skip to content](https://docs.slinky.gg/modules/visual/notifications/#_top) Notifications ============= ![Examples of cheat notifications](https://docs.slinky.gg/_astro/notifications.CJffoVyF_14qsjg.webp) _Notifications_ configures the notifications displayed by the cheat. Hide if ------- [Section titled “Hide if”](https://docs.slinky.gg/modules/visual/notifications/#hide-if) Enable scenarios where notifications are not shown. Can be enabled for: * `In-game`: hides notifications when the mmenu isn’t open * `Hold bind is used`: hides notifications for modules with a bind in hold mode * `Module is bind-only`: hides notifications for bind-only modules (like [Auto Pot](https://docs.slinky.gg/modules/utility/auto-pot/) ) Visible mod categories ---------------------- [Section titled “Visible mod categories”](https://docs.slinky.gg/modules/visual/notifications/#visible-mod-categories) Controls which module categories generate notifications. For example, you may not want to receive notifications when toggling modules like _Free Look_ or _Player ESP_, so you can disable the _Visual_ category. --- # Player ESP | Slinky [Skip to content](https://docs.slinky.gg/modules/visual/player-esp/#_top) Player ESP ========== The _Player ESP_ module highlights other players, allowing you to find them more easily. Range ----- [Section titled “Range”](https://docs.slinky.gg/modules/visual/player-esp/#range) Specifies the maximum rendering range. Blocks further away will not be highlighted. Hide friendlies --------------- [Section titled “Hide friendlies”](https://docs.slinky.gg/modules/visual/player-esp/#hide-friendlies) If enabled, teammates and friends are ignored. Customization ------------- [Section titled “Customization”](https://docs.slinky.gg/modules/visual/player-esp/#customization) The looks of the ESP boxes can be customized. ### Style [Section titled “Style”](https://docs.slinky.gg/modules/visual/player-esp/#style) Configures the ESP style. Both styles support toggling the box and health bar independently. #### 2D [Section titled “2D”](https://docs.slinky.gg/modules/visual/player-esp/#2d) ![The 2D Player ESP style](https://docs.slinky.gg/_astro/player-esp-2d.mjQeFLDO_1VbDsM.webp) #### 3D [Section titled “3D”](https://docs.slinky.gg/modules/visual/player-esp/#3d) ![The 3D Player ESP style](https://docs.slinky.gg/_astro/player-esp-3d.BgVbKYum_dtpd4.webp) ### Hurt effect [Section titled “Hurt effect”](https://docs.slinky.gg/modules/visual/player-esp/#hurt-effect) If enabled, the ESP will flash red when damaged, similar to what happens to the vanilla player model. ### Line width [Section titled “Line width”](https://docs.slinky.gg/modules/visual/player-esp/#line-width) Adjust how thick the outlines are. ### Filled [Section titled “Filled”](https://docs.slinky.gg/modules/visual/player-esp/#filled) When turned off, only an outline will be rendered. ### Colors [Section titled “Colors”](https://docs.slinky.gg/modules/visual/player-esp/#colors) _Player ESP_ has contains two modes for determining colors. Both modes additionally support an _Override target color_ setting that allows using a different color for the current [Aim Assist](https://docs.slinky.gg/modules/combat/aim-assist/) target. #### Automatic [Section titled “Automatic”](https://docs.slinky.gg/modules/visual/player-esp/#automatic) The ESP color will match the player’s name tag color. #### Manual [Section titled “Manual”](https://docs.slinky.gg/modules/visual/player-esp/#manual) You can configure a custom color for enemies and friendlies. --- # Trajectories | Slinky [Skip to content](https://docs.slinky.gg/modules/visual/trajectories/#_top) Trajectories ============ The _Trajectories_ module displays the predicted path when holding items like bows or ender pearls. Line width ---------- [Section titled “Line width”](https://docs.slinky.gg/modules/visual/trajectories/#line-width) Specifies how thick the rendered lines are. Colors ------ [Section titled “Colors”](https://docs.slinky.gg/modules/visual/trajectories/#colors) Specifies the colors used for successful and unsuccessful paths. The definition of what is considered successful depends on the item, eg. hitting an entity with a bow is considered a hit, but hitting a block is considered a miss. Render uncharged bow -------------------- [Section titled “Render uncharged bow”](https://docs.slinky.gg/modules/visual/trajectories/#render-uncharged-bow) If enabled, holding an uncharged bow will make the module render the path as if it was fully charged. --- # Pointers | Slinky [Skip to content](https://docs.slinky.gg/modules/visual/pointers/#_top) Pointers ======== ![Screenshot while using Pointers](https://docs.slinky.gg/_astro/pointers.BNlzrD4o_WIaTn.webp) The _Pointers_ module displays arrows around your crosshair pointing to other players. It allows seeing where players are at, even if they are outside of your field of view. Range ----- [Section titled “Range”](https://docs.slinky.gg/modules/visual/pointers/#range) Specifies the maximum rendering range. No pointer will be rendered for players outside this range. Ignore within FOV ----------------- [Section titled “Ignore within FOV”](https://docs.slinky.gg/modules/visual/pointers/#ignore-within-fov) No pointer will be rendered for players within the FOV specified by this setting. You can use this if you only want to see pointers to players you can’t already see on your screen. You can also simply set this to 0 degrees to always point to all players. Hide friendlies --------------- [Section titled “Hide friendlies”](https://docs.slinky.gg/modules/visual/pointers/#hide-friendlies) If enabled, teammates and friends are ignored. Customization ------------- [Section titled “Customization”](https://docs.slinky.gg/modules/visual/pointers/#customization) Pointers offers various customization settings. ### Style [Section titled “Style”](https://docs.slinky.gg/modules/visual/pointers/#style) Currently you can choose between two styles. #### 2D [Section titled “2D”](https://docs.slinky.gg/modules/visual/pointers/#2d) Pointers are always rendered flat on the screen. #### 3D [Section titled “3D”](https://docs.slinky.gg/modules/visual/pointers/#3d) Pointers will be rendered at an angle, creating a better feeling of depth. ### Colors [Section titled “Colors”](https://docs.slinky.gg/modules/visual/pointers/#colors) There are various modes available to generate pointer colors. #### Distance [Section titled “Distance”](https://docs.slinky.gg/modules/visual/pointers/#distance) Each pointer will be colored based on the distance to the player it points to. The _Near_ and _Far_ colors can be customized. #### Name Tag [Section titled “Name Tag”](https://docs.slinky.gg/modules/visual/pointers/#name-tag) The pointer will use the same color as the name tag of the player it points to. #### Manual [Section titled “Manual”](https://docs.slinky.gg/modules/visual/pointers/#manual) This mode lets you choose a color yourself. You can select a separate color for enemies and friendlies. ### Transition between [Section titled “Transition between”](https://docs.slinky.gg/modules/visual/pointers/#transition-between) Specifies which distances are considered near and far. This affects colors when using _Distance_ mode and also the _Distance-based radius_ setting. For example, if you are using the default _Distance_ colors and specify a value of `10 - 50 blocks` for this setting, any players within a 10 block radius will be fully red, while any players outside a 50 block radius will be fully green. ### Scale [Section titled “Scale”](https://docs.slinky.gg/modules/visual/pointers/#scale) Controls the size of the pointers. ### Radius [Section titled “Radius”](https://docs.slinky.gg/modules/visual/pointers/#radius) Controls how far the pointers are rendered from your crosshair. ### Distance-based radius [Section titled “Distance-based radius”](https://docs.slinky.gg/modules/visual/pointers/#distance-based-radius) If enabled, pointers for players that are far away will also be rendered further away from your crosshair. --- # Inv Manager | Slinky [Skip to content](https://docs.slinky.gg/modules/utility/inv-manager/#_top) Inv Manager =========== _Inv Manager_ manages various parts of your inventory for you. Delay after open ---------------- [Section titled “Delay after open”](https://docs.slinky.gg/modules/utility/inv-manager/#delay-after-open) Specifies a delay between opening your inventory and _Inv Manager_ performing the first click. Speed ----- [Section titled “Speed”](https://docs.slinky.gg/modules/utility/inv-manager/#speed) Specifies how fast _Inv Manager_ may move items in your inventory. Smart speed ----------- [Section titled “Smart speed”](https://docs.slinky.gg/modules/utility/inv-manager/#smart-speed) If enabled, _Inv Manager_ will automatically adjust the speed depending on how the items are laid out. For example, items laid out in a perfect row next to eachother can be moved quickly, while items scattered throughout your inventory will be moved more slowly. This makes your actions appear a lot more legitimate. Randomize --------- [Section titled “Randomize”](https://docs.slinky.gg/modules/utility/inv-manager/#randomize) If enabled, randomizes the [Delay after option](https://docs.slinky.gg/modules/utility/inv-manager/#delay-after-open) and [Speed](https://docs.slinky.gg/modules/utility/inv-manager/#speed) settings. Equip armor ----------- [Section titled “Equip armor”](https://docs.slinky.gg/modules/utility/inv-manager/#equip-armor) If enabled, the best armor pieces in your inventory will be equipped automatically. Sort hotbar ----------- [Section titled “Sort hotbar”](https://docs.slinky.gg/modules/utility/inv-manager/#sort-hotbar) If enabled, automatically sorts your hotbar for you. An item can be assigned to each slot. If you find a better item (eg. a diamond sword, while having an iron sword equipped) the module will replace the old one automatically. ### Smart fallbacks [Section titled “Smart fallbacks”](https://docs.slinky.gg/modules/utility/inv-manager/#smart-fallbacks) If enabled, various fallbacks will be used if the item you assigned to a slot could not be found: * If you don’t have a sword, the item with the highest attack damage will be used instead * If you don’t have a fishing rod, snowballs/eggs will be used instead * If you don’t have a snowballs/eggs, a fishing rod will be used instead ---