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Updated AltGUI
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README.md

Lines changed: 30 additions & 28 deletions
Original file line numberDiff line numberDiff line change
@@ -194,8 +194,10 @@ A ready-to-publish starter project is included here: [https://github.com/cev-api
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- Configurable open behavior: Open on Favorites, Enabled or restore last category/scroll state
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- Replaced old color editor with HSV Color Picker giving access to a greater color spectrum
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- Supports keybind adding and removing
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- Optional top or side category modes
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![AltGUI](https://i.imgur.com/0PpYJm4.png)
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![AltGUI2](https://i.imgur.com/7twFGgG.png)
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### MobSearch
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- 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
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![Sonar](https://i.imgur.com/F2EPbvT.png)
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### TunnelHoleStairESP
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- Finds likely player-dug paths and highlights:
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- Vertical shafts
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- Straight tunnels
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- Stair mines
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- Additional independent detections:
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- Ladder columns
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- Bubble-column holes
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- Water-filled holes (non-bubble)
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- `Detection mode` controls holes/tunnels/stairs; ladder/bubble/water detection has separate toggles.
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- `Area` + `Sticky area` control coverage:
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- `Area` = scan radius
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- `Sticky area` = keep previously found results anchored while active scanning still follows your current position
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- Performance controls:
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- `Chunks per tick` = scan speed
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- `Scan time budget` = hard CPU cap per tick (main FPS stabilizer)
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- `Refresh interval` = periodic full re-queue of in-range chunks to refresh stale detections
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- Scan order prioritizes top-down passes to surface detections sooner
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- Accuracy controls:
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- `Air only` for stricter shape detection
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- Min/max hole width and depth
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- Min/max tunnel width, height, and minimum tunnel length
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- Stair height/length limits
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- Minimum ladder/bubble/water column heights
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- `Natural wall filter` + `ratio` to reduce cave/worldgen false positives
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- Tunnel detection treats torches as passable so lit tunnels don't split.
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- Includes per-dimension toggles and separate render colors/styles for holes, tunnels, stairs, ladders, bubble columns, and water holes.
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- 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.
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![DigDig](https://i.imgur.com/CODK0xp.png)
10201022

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