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@@ -108,6 +108,7 @@ I'm pleased to note that many of the features and improvements below are complet
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- MusicAura
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- Performance Overlay
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- PearlIntercept
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- PlayerSonar
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- Redstone, Bed, Sign & Workstation ESP
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- PearlESP (Not a simple trajectory hack)
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- SignFramePassThrough (I didn't know something like this existed as a mod already)
@@ -137,6 +138,7 @@ I have taken the following ideas from other clients/mods:
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- BookBot
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- NewerNewChunks
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- ElytraInfo
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- TunnelHoleStairESP
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I did not, and could not, copy any code directly since most implementations are Meteor-based mods or standalone projects. These are my own implementations of the concepts, rewritten for Mojmap and often improved or expanded upon.
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@@ -181,8 +183,8 @@ A ready-to-publish starter project is included here: [https://github.com/cev-api
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## What's new in this fork?
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### New GUI
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- Added a new alternative GUI which you can initially access from the navigator menu and bind to a key
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### New GUI (AltGUI)
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- Added a new alternative GUI which you can initially access from the navigator menu and bind to a key (Default Left ALT)
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- Totally separate from ClickGUI and Navigator
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- Customisable coloring, opacities and sizing with consistancy based on font scaling to prevent clipping
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- Changeable fonts, though pixel fonts are preferred unless you want performance hit
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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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### MobSearch
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- Search mobs by fuzzy name/ID or exact type (e.g., `minecraft:zombie` or `zombie`).
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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.
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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
1001
+
- Bubble-column holes
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+
- Water-filled holes (non-bubble)
1003
+
-`Detection mode` controls holes/tunnels/stairs; ladder/bubble/water detection has separate toggles.
1004
+
-`Area` + `Sticky area` control coverage:
1005
+
-`Area` = scan radius
1006
+
-`Sticky area` = keep previously found results anchored while active scanning still follows your current position
1007
+
- Performance controls:
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+
-`Chunks per tick` = scan speed
1009
+
-`Scan time budget` = hard CPU cap per tick (main FPS stabilizer)
1010
+
-`Refresh interval` = periodic full re-queue of in-range chunks to refresh stale detections
1011
+
- Scan order prioritizes top-down passes to surface detections sooner
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+
- Accuracy controls:
1013
+
-`Air only` for stricter shape detection
1014
+
- 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.
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- Inspired by [Trouser-Streak's](https://github.com/etianl/Trouser-Streak/blob/main/src/main/java/pwn/noobs/trouserstreak/modules/HoleAndTunnelAndStairsESP.java) implementation, but heavily improved upon.
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