@@ -194,8 +194,10 @@ A ready-to-publish starter project is included here: [https://github.com/cev-api
194194- Configurable open behavior: Open on Favorites, Enabled or restore last category/scroll state
195195- Replaced old color editor with HSV Color Picker giving access to a greater color spectrum
196196- Supports keybind adding and removing
197+ - Optional top or side category modes
197198
198199![ AltGUI] ( https://i.imgur.com/0PpYJm4.png )
200+ ![ AltGUI2] ( https://i.imgur.com/7twFGgG.png )
199201
200202### MobSearch
201203- Search mobs by fuzzy name/ID or exact type (e.g., ` minecraft:zombie ` or ` zombie ` ).
@@ -987,34 +989,34 @@ Purpose: helps you avoid and debug anticheat flags by cleaning risky movement pa
987989
988990![ Sonar] ( https://i.imgur.com/F2EPbvT.png )
989991
990- ### TunnelHoleStairESP
991- - Finds likely player-dug paths and highlights:
992- - Vertical shafts
993- - Straight tunnels
994- - Stair mines
995- - Additional independent detections:
996- - Ladder columns
997- - Bubble-column holes
998- - Water-filled holes (non-bubble)
999- - ` Detection mode ` controls holes/tunnels/stairs; ladder/bubble/water detection has separate toggles.
1000- - ` Area ` + ` Sticky area ` control coverage:
1001- - ` Area ` = scan radius
1002- - ` Sticky area ` = keep previously found results anchored while active scanning still follows your current position
1003- - Performance controls:
1004- - ` Chunks per tick ` = scan speed
1005- - ` Scan time budget ` = hard CPU cap per tick (main FPS stabilizer)
1006- - ` Refresh interval ` = periodic full re-queue of in-range chunks to refresh stale detections
1007- - Scan order prioritizes top-down passes to surface detections sooner
1008- - Accuracy controls:
1009- - ` Air only ` for stricter shape detection
1010- - Min/max hole width and depth
1011- - Min/max tunnel width, height, and minimum tunnel length
1012- - Stair height/length limits
1013- - Minimum ladder/bubble/water column heights
1014- - ` Natural wall filter ` + ` ratio ` to reduce cave/worldgen false positives
1015- - Tunnel detection treats torches as passable so lit tunnels don't split.
1016- - Includes per-dimension toggles and separate render colors/styles for holes, tunnels, stairs, ladders, bubble columns, and water holes.
1017- - Heuristic system: strong for route/base hunting, not perfect.
992+ ### TunnelHoleStairESP
993+ - Finds likely player-dug paths and highlights:
994+ - Vertical shafts
995+ - Straight tunnels
996+ - Stair mines
997+ - Additional independent detections:
998+ - Ladder columns
999+ - Bubble-column holes
1000+ - Water-filled holes (non-bubble)
1001+ - ` Detection mode ` controls holes/tunnels/stairs; ladder/bubble/water detection has separate toggles.
1002+ - ` Area ` + ` Sticky area ` control coverage:
1003+ - ` Area ` = scan radius
1004+ - ` Sticky area ` = keep previously found results anchored while active scanning still follows your current position
1005+ - Performance controls:
1006+ - ` Chunks per tick ` = scan speed
1007+ - ` Scan time budget ` = hard CPU cap per tick (main FPS stabilizer)
1008+ - ` Refresh interval ` = periodic full re-queue of in-range chunks to refresh stale detections
1009+ - Scan order prioritizes top-down passes to surface detections sooner
1010+ - Accuracy controls:
1011+ - ` Air only ` for stricter shape detection
1012+ - Min/max hole width and depth
1013+ - Min/max tunnel width, height, and minimum tunnel length
1014+ - Stair height/length limits
1015+ - Minimum ladder/bubble/water column heights
1016+ - ` Natural wall filter ` + ` ratio ` to reduce cave/worldgen false positives
1017+ - Tunnel detection treats torches as passable so lit tunnels don't split.
1018+ - Includes per-dimension toggles and separate render colors/styles for holes, tunnels, stairs, ladders, bubble columns, and water holes.
1019+ - Heuristic system: strong for route/base hunting, not perfect.
10181020
10191021![ DigDig] ( https://i.imgur.com/CODK0xp.png )
10201022
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